commit b451f83174bc7ddb3b17a19c5b2002d6e890faf7 Author: Christopher Wiebe Date: Thu Apr 30 20:40:51 2026 -0700 Initial commit: Theriapolis baseline at port/godot branch point Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 diff --git a/.claude/scheduled_tasks.lock b/.claude/scheduled_tasks.lock new file mode 100644 index 0000000..ed7a361 --- /dev/null +++ b/.claude/scheduled_tasks.lock @@ -0,0 +1 @@ +{"sessionId":"8df9a994-1b58-4ad7-9b4c-7f501748b517","pid":25512,"acquiredAt":1777518511962} \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..4222289 --- /dev/null +++ b/.gitignore @@ -0,0 +1,39 @@ +# .NET build output +bin/ +obj/ +*.user +*.suo +.vs/ + +# Rider / JetBrains +.idea/ + +# VS Code +.vscode/ + +# Godot editor cache (do not commit — regenerated per machine). +# NOTE: per-asset *.import files MUST be committed; only the binary +# cache under .godot/imported/ is machine-local. The .godot/ rule +# already covers that. +.godot/ + +# Godot exports +/export/ +export.cfg +export_presets.cfg + +# OS +.DS_Store +Thumbs.db +desktop.ini + +# Claude Code — share project settings, ignore local + transcripts +.claude/settings.local.json +.claude/projects/ +.claude/shell-snapshots/ +.claude/todos/ +.claude/statsig/ + +# Misc runtime artefacts +*.log +*.tmp diff --git a/CLAUDE.md b/CLAUDE.md new file mode 100644 index 0000000..90e03c7 --- /dev/null +++ b/CLAUDE.md @@ -0,0 +1,152 @@ +# CLAUDE.md + +This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. + +## Build & Run Commands + +```bash +# Build entire solution (.NET 8, C# 12) +dotnet build + +# Run the desktop game +dotnet run --project Theriapolis.Desktop + +# Run all tests +dotnet test + +# Run a single test class or method +dotnet test --filter "FullyQualifiedName~WorldgenDeterminismTests" +dotnet test --filter "FullyQualifiedName~BiomeCoverageTests.NoSingleBiomeDominates" + +# Headless worldgen → PNG (full 23-stage pipeline) +dotnet run --project Theriapolis.Tools -- worldgen-dump --seed 12345 --out world.png --data-dir ./Content/Data [--show-violations] + +# Headless settlement tier/location report +dotnet run --project Theriapolis.Tools -- settlement-report --seed 12345 --data-dir ./Content/Data +``` + +## Design Authority + +Before any non-trivial code work, read the relevant design docs (all at the repo root): + +- **`theriapolis-rpg-implementation-plan.md`** — original architectural spec; Sections 5, 6, 12 remain binding +- **`theriapolis-rpg-implementation-plan-phase2-3.md`** — current phase scope (hydrology, linear features, settlements, infrastructure) +- **`theriapolis-rpg-procgen.md`** and **`theriapolis-rpg-procgen-addendum-a.md`** — worldgen algorithms; Addendum A §1 (border organics) and §2 (linear feature exclusion) are hard constraints + +## Project Architecture + +Five projects with strict dependency flow: + +``` +Core (no MonoGame) ← Game (MonoGame) ← Desktop (thin shell) +Core ← Tools (ImageSharp, headless) +Core ← Tests (xUnit) +``` + +**`Theriapolis.Core`** — All deterministic simulation. No MonoGame allowed (enforced by `Architecture/CoreNoDependencyTests.cs`). Key systems: +- `World/Generation/` — Pipeline of `IWorldGenStage` stages orchestrated by `WorldGenerator`. Shared mutable state flows through `WorldGenContext`. +- `World/WorldState.cs` — Runtime world: `WorldTile[512, 512]` + `MacroCell[32, 32]` + polyline lists (`Rivers`, `Roads`, `Rails`) + `Settlements` + per-stage hashes for save integrity. +- `World/Polylines/` — `Polyline` is the **source of truth** for linear features. Tile flags like `HasRiver` / `HasRoad` / `HasRail` are rasterized views, not canonical state. +- `Util/SeededRng.cs` — SplitMix64-based RNG with named sub-streams. **All RNG must go through this — never `System.Random()`.** +- `Constants.cs` (class `C`) — All magic numbers and every RNG sub-stream ID live here exclusively. + +**`Theriapolis.Game`** — Rendering and UI via MonoGame 3.8.2 + Myra. Stack-based `ScreenManager` with deferred transitions (`TitleScreen`, `WorldGenProgressScreen`, `WorldMapScreen`). `Rendering/Camera2D.cs` operates in world-pixel space and drives the seamless zoom model. + +**`Content/Data/`** — JSON loaded at runtime: `biomes.json`, `macro_template.json`, `factions.json`. Copied to output directory by each project that needs it (including the test project, which mirrors them under `Data/`). + +## Seamless Zoom Model + +One `Camera2D` with continuous zoom covers both world and tactical views. All linear features (rivers, roads, rail) are stored as polylines in **world-pixel space** so they render correctly at any zoom level. + +- World tiles: **512×512** grid, 32 px each → 16,384×16,384 world pixels (see `C.WORLD_WIDTH_TILES` / `C.WORLD_TILE_PIXELS`) +- Macro grid: 32×32 cells, each covering 16×16 world tiles (authored in `macro_template.json`) +- Tactical view: 3×3 world-tile window around the player (`C.TACTICAL_WINDOW_WORLD_TILES`), streamed in 64-tile chunks +- Below zoom threshold → world map view; above → tactical view + +## World Generation Pipeline + +23 ordered stages, wired in `WorldGenerator.BuildPipeline()`. Phase 0/1 delivered stages 1–9 (terrain, climate, biomes); phase 2/3 delivered 10–23 (hydrology, settlements, infrastructure, validation). + +Stage order matters — later stages read state left by earlier ones (e.g. `HydrologyGenStage` needs elevation from stage 3; `RailNetworkGenStage` needs settlements from stage 14). Use `WorldGenerator.RunThrough(ctx, index)` when a test or tool only needs partial state. + +**Determinism contract:** Same seed → byte-identical tile arrays, polylines, and settlement lists, always. Enforced by `WorldgenDeterminismTests` and `Phase23DeterminismTests` via per-stage FNV-1a hashes on `WorldState`. + +## Debugging Linear-Feature Anomalies + +When the user reports a polyline bug (river, road, rail) from the in-game debug overlay, they'll give `seed= tile=(X,Y)`. Use this workflow. + +### Primary tool: `tile-inspect` + +```bash +dotnet run --project Theriapolis.Tools -- tile-inspect --seed --tile X,Y \ + [--radius 3] [--dump-all] [--stop-at-stage ] --data-dir ./Content/Data +``` + +- `--radius N` widens the tile window (default 3). +- `--dump-all` prints every point of each matching polyline instead of ±2 around the closest segment. +- `--stop-at-stage N` runs the pipeline through index `N` only (0-based; `RunThrough` is inclusive). The two checkpoints that matter: + - **`--stop-at-stage 16`** — post road-gen, pre-`PolylineCleanupStage`. Compare against the full pipeline output to isolate whether a bug was introduced by `RoadNetworkGenStage`/`RailNetworkGenStage` or by cleanup. + - **`--stop-at-stage 10`** — post-`RiverMeanderGenStage`, pre-cleanup for rivers. Rivers are run through `PolylineCleanupStage.SnapAndConnect` exactly like roads and rails. + +The report lists every polyline passing within `radius` of `(X, Y)`: id, type, classification, endpoint settlement ids, closest segment index + distance in tiles, and a window of world-pixel coordinates. It also dumps nearby `HasRiver` tiles, settlements within the radius, and bridges. + +### Mental model + +- **Polylines are the source of truth.** Tile flags (`HasRoad`, `HasRiver`, `HasRail`) are rasterized views. Fix the polyline; flags re-derive. Never patch flags. +- **Tier-2+ settlements have a 3×3 footprint** where every tile carries `IsSettlement`, not just the centre tile. Guards of the form "is pt on a settlement tile?" (`IsOnSettlement`) over-fire on the whole footprint. Use `IsAtSettlementCentre` (matches a settlement's exact `TileX`/`TileY`) when you actually mean "at the destination point". +- **Junction anchors sit at tile centres, not on the existing polyline's body.** `SplitByExistingFeature` in `PolylineBuilder` chops a tile path by existing-feature tiles to produce "new construction" sub-paths; the sub-path's first and last tile coords are the junction anchors. `BuildRoadPolyline` then converts them with `TileToWorldPixel` (tile centre). So the first point of a split-off polyline can be up to ~half a tile from the actual point on the existing polyline's body. Phase 2 `SnapToBody` is what pulls it onto the body — any guard that skips snapping needs to stay narrow enough to let that happen. +- **`PolylineCleanupStage.SnapAndConnect` runs three times** (roads, rails, rivers). Roads use `dropSubsumed: true` (enabling the subsumption drop and the redundant-parallel-stub pass); rails and rivers use `false`. If a river or rail bug looks like a road bug, check whether the road-only passes would have caught it — you may need to generalise. +- **Phase order inside `SnapAndConnect`:** `ClusterEndpoints` → `SnapToBody` → `MergeOverlapping` → `RemoveSmallLoops` → `RemoveNearDuplicates` → `RDPSimplify`. Read the whole file before editing — the phases share state (the `clustered` set) and their guards interact. +- **Rail tile paths are turn-capped.** After A* + `SmoothStaircases`, `RailNetworkGenStage` runs `PolylineBuilder.LimitTurnAngle` to elide any vertex whose deflection exceeds `C.MAX_RAIL_TURN_DEGREES` (default 75°). This models heavy rolling stock that can't corner sharply. The 45° grid produces turns of 0°/45°/90°/135°, so 75° keeps 0°/45° and forces 90°/135° corners to be smoothed into two consecutive diagonals. Preserve-mask tiles (existing rail/road/river bridges, settlement footprint) are never elided. Roads and rivers intentionally skip this pass — they're allowed tight bends. +- **Rail T-junctions are emitted as a full railway wye.** Heavy rolling stock can't make a 90° T, so each sub-path endpoint that lands on an existing-rail tile (HasRail set, not a settlement) splits into *two* polylines — the two legs of the wye. `EmitRailSubPath` in `RailNetworkGenStage` does the junction detection and pairs each junction end with ±t from `GetExistingRailTangent`. A sub-path with one junction emits 2 polylines; both endpoints on junctions emits 4 (Cartesian product). Non-junction sub-paths emit 1 polyline with null wye dirs — identical to pre-wye behavior. `BuildRailPolyline` constructs each leg by extending the visible track `WYE_LEG_LENGTH_PX` (2 tiles) past the junction tile along the chosen ±t direction, with a `WYE_LEG_GHOST_PX` (2 more tiles) ghost control point biasing the Catmull-Rom tangent at the leg end toward the main line. After trimming the ghost→legEnd segment, the polyline starts/ends at legEnd — two tiles onto the main rail body in opposite directions — producing Y-shaped geometry rather than a perpendicular corner. `LimitTurnAngle` alone can't fix this because the preserve mask blocks elision at the junction tile itself, which is why the leg extension + ghost approach is needed. `PolylineCleanupStage.SnapToBody` later pulls the leg end onto the main rail's exact polyline body, so the final leg may be slightly shorter than two tiles but still clearly wye-shaped. + +### Key tuning constants + +In `Constants.cs`: +- `POLYLINE_SNAP_ENDPOINT_DIST=160f` — Union-Find clustering radius in `ClusterEndpoints` +- `SETTLEMENT_CONNECT_DIST=64f` — max distance from a settlement anchor for a cluster member to snap onto it +- `POLYLINE_SNAP_BODY_DIST=128f` — Phase 2 body-snap radius +- `POLYLINE_MERGE_DIST=80f` — Phase 3 parallel-merge radius +- `EXISTING_ROAD_COST=0.1f` — A* discount for reusing existing road tiles +- `SETTLEMENT_HALO_RADIUS=1` — tiles around a settlement where the existing-road discount is disabled (prevents fork-and-rejoin "teardrop" artefacts near settlements) +- `MAX_RAIL_TURN_DEGREES=75f` — max deflection at any rail tile-path vertex (rail-only, post-`SmoothStaircases`) + +Algorithmic thresholds kept local to `PolylineCleanupStage.cs` because they're tied to specific guards: +- `ENDPOINT_GUARD_DIST=24f` / `SHARED_ENDPOINT_GUARD_DIST=96f` — reject merge snaps near a polyline's own endpoints in `MergeOverlapping` +- `TANGENT_ALIGN_MIN=0.75f` — `|cos(angle)| ≥ 0.75` (≤ ~41° off-axis) required for a parallel-merge snap +- `BRANCH_PREFER_DIST=16f` in `ClusterEndpoints` — if a sibling polyline's body is within this of a candidate endpoint, defer to Phase 2 body-snap instead of pulling it onto the settlement anchor + +### Verification discipline + +A fix is not done until all three hold: +1. `tile-inspect` confirms the bug is gone at the reported `(seed, tile)`. +2. `tile-inspect` confirms **every previously-fixed site for this seed** is still clean. Keep an explicit running list during the session — a Phase 2 relaxation can easily regress a Phase 1 or Phase 3 fix from earlier. In past sessions this list has grown to 5+ sites; re-check every one before declaring done. +3. `dotnet test` passes (~7 min). Per-stage determinism hashes and the road/rail/hydrology invariant tests catch cross-cutting regressions. + +### Where fixes usually go + +- **`World/Generation/Stages/PolylineCleanupStage.cs`** — the bulk of linear-feature visual bugs, since cleanup is where aggressive snapping/merging can over-reach +- **`World/Polylines/PolylineBuilder.cs`** — static helpers: `CatmullRomSmooth`, `ApplyMeanderNoise`, `RasterizeToTileFlags`, `SplitByExistingFeature`, `SmoothStaircases`, `LimitTurnAngle`, `RDPSimplify`, `TileToWorldPixel` +- **`World/Generation/Stages/RoadNetworkGenStage.cs`** / **`RailNetworkGenStage.cs`** — pre-cleanup A* generators; cost functions, halo logic, `EnsureEndpointSegment`, `SplitByExistingFeature` invocation +- **`World/Generation/Stages/HydrologyGenStage.cs`** / **`RiverMeanderGenStage.cs`** — pre-cleanup river tracing and meander/smoothing + +## Hard Rules + +- `Theriapolis.Core` must never reference MonoGame or `Microsoft.Xna.*` +- All RNG via `SeededRng` with named sub-streams declared in `Constants.cs` — no `System.Random()`, no ad-hoc seeds +- All magic numbers in `Constants.cs` (`C.*`) only +- World generation must be 100% deterministic — same seed, identical output (arrays, polylines, settlements) +- Polylines are authoritative for rivers/roads/rails; tile-level flags are derived rasterizations +- Respect Addendum A §2 linear-feature exclusion rules (roads/rail avoid rivers except at bridges, etc.) +- Rails must not deflect by more than `C.MAX_RAIL_TURN_DEGREES` (default 75°) at any tile-path vertex — heavy rolling stock can't corner sharply. Enforced by `PolylineBuilder.LimitTurnAngle` in `RailNetworkGenStage`. + +## Testing Strategy + +- **Determinism tests** (`Determinism/`) — Same seed run twice → identical hashes; different seeds → different hashes +- **Macro constraint tests** (`Worldgen/MacroConstraintTests.cs`) — Mountain cells maintain elevation ≥ floor; grassland ≤ ceiling, etc. +- **Border organics tests** (`Worldgen/BorderOrganicsTests.cs`) — Zero straight-line border violations (Addendum A §1) +- **Biome coverage tests** — No single biome >80%; all required biomes >1% coverage +- **Hydrology / linear feature / settlement / road connectivity tests** — domain invariants for phase 2/3 systems +- **Architecture test** — Reflection check that `Core.dll` has no MonoGame dependency + +**Test performance:** a full pipeline run is ~30s. `Theriapolis.Tests/WorldCache.cs` is an xUnit `IClassFixture` that memoizes `WorldGenContext` per `(seed, stageThroughIndex, variant)`. New test classes that need worldgen output should take `WorldCache` as a constructor dependency and call `cache.Get(seed)` or `cache.GetThrough(seed, stageIndex)` rather than building a fresh context. diff --git a/CharacterCreator.zip b/CharacterCreator.zip new file mode 100644 index 0000000..3fc9634 Binary files /dev/null and b/CharacterCreator.zip differ diff --git a/Content/Content.mgcb b/Content/Content.mgcb new file mode 100644 index 0000000..36e811e --- /dev/null +++ b/Content/Content.mgcb @@ -0,0 +1,18 @@ + +#----------------------------- Global Properties ----------------------------# + +/outputDir:bin/$(Platform) +/intermediateDir:obj/$(Platform) +/platform:DesktopGL +/config: +/profile:Reach +/compress:False + +#-------------------------------- References --------------------------------# + + +#---------------------------------- Content ---------------------------------# + +# Phase 0/1: no content processed through the pipeline. +# All biome tiles are generated at runtime (TileAtlas.GeneratePlaceholders). +# Fonts, real art, and audio will be added in later phases. diff --git a/Content/Data/backgrounds.json b/Content/Data/backgrounds.json new file mode 100644 index 0000000..5f35a85 --- /dev/null +++ b/Content/Data/backgrounds.json @@ -0,0 +1,122 @@ +[ + { + "id": "coliseum_survivor", + "name": "Coliseum Survivor", + "flavor": "You fought in the arena — voluntary or otherwise. Your body is a map of old wounds and your instincts are sharpened by crowds that wanted your blood.", + "skill_proficiencies": ["athletics", "performance"], + "tool_proficiencies": ["gaming_set", "herbalism_kit"], + "feature_name": "Crowd Reader", + "feature_description": "Gauge the mood of any group instantly. Identify the leader, sense incoming violence, and find the quickest exit. Advantage on Insight checks in group settings.", + "suggested_personality": "Hypervigilant in open spaces. Flashbacks triggered by cheering. Distrust of spectators. Comfort only in controlled violence." + }, + { + "id": "passer", + "name": "Passer", + "flavor": "You are a hybrid who presents as purebred. You've built a life on a lie, and every day is performance.", + "skill_proficiencies": ["deception", "stealth"], + "tool_proficiencies": ["perfumers_kit", "disguise_kit"], + "feature_name": "The Mask", + "feature_description": "Maintain a scent-mask and behavioral profile of your presenting clade. Casual scent checks don't detect your hybrid status. Under stress, CHA (Deception) check or the mask slips. Access to the underground passer network.", + "suggested_personality": "Constantly calculating. Genuine only with other passers. Terror of discovery beneath every interaction. Relief and grief in equal measure when the mask drops." + }, + { + "id": "covenant_enforcer", + "name": "Covenant Enforcer", + "flavor": "You served the legal system that upholds the Covenant of Claws. As investigator, bailiff, or executioner, you've seen what happens when the agreement breaks.", + "skill_proficiencies": ["investigation", "intimidation"], + "tool_proficiencies": ["manacles", "vehicles_land"], + "feature_name": "Badge Authority", + "feature_description": "In regions that honor the Covenant, carry legal authority. Compel cooperation from civilians, access restricted areas, demand answers. Vanishes in lawless zones; carries enemies.", + "suggested_personality": "Haunted by cases. Black-and-white morality softened (or hardened) by experience. Instinctive distrust of charm." + }, + { + "id": "herd_city_born", + "name": "Herd-City Born", + "flavor": "You grew up in one of the great prey-clade cities — massive, communal, fortified, paranoid in the bones of its architecture.", + "skill_proficiencies": ["perception", "history"], + "tool_proficiencies": ["artisans_tools", "herbalism_kit"], + "feature_name": "Safety in Numbers", + "feature_description": "Always know the nearest exit, defensible position, and rally point in any urban environment. Find safe lodging in any prey-clade community within 1 hour.", + "suggested_personality": "Agoraphobic tendencies. Deep communal loyalty. Suspicion of solitary behavior. Comfort in crowds, anxiety in open spaces." + }, + { + "id": "pack_raised", + "name": "Pack-Raised", + "flavor": "You come from a traditional Canid pack structure — hierarchical, loyal, suffocating. The pack is family, employer, and identity.", + "skill_proficiencies": ["athletics", "insight"], + "tool_proficiencies": ["vehicles_land", "artisans_tools"], + "feature_name": "Pack Network", + "feature_description": "Find Canid pack-affiliated contacts in any settlement. Contacts offer basic hospitality, information, and short-term shelter. Obligations flow both ways.", + "suggested_personality": "Instinctive deference to authority or instinctive rebellion against it. Loneliness hits harder than it should. Comfort in hierarchy." + }, + { + "id": "borderland_stray", + "name": "Borderland Stray", + "flavor": "You grew up in the spaces between — border towns, disputed territories, places where clade identity is fluid and survival is daily.", + "skill_proficiencies": ["survival", "deception"], + "tool_proficiencies": ["thieves_tools", "gaming_set"], + "feature_name": "No One's Territory", + "feature_description": "Navigate lawless zones. Find black-market contacts, under-the-table work, and discreet passage in any border settlement. Read danger before it arrives.", + "suggested_personality": "Pragmatic to the point of amorality. Loyalty earned, never assumed. Distrusts idealists. Sleeps light." + }, + { + "id": "hybrid_underground", + "name": "Hybrid Underground", + "flavor": "You're openly hybrid, or you were raised in hybrid community spaces — the informal networks, art collectives, and mutual aid groups that exist because no one else would have you.", + "skill_proficiencies": ["performance", "persuasion"], + "tool_proficiencies": ["musical_instrument", "perfumers_kit"], + "feature_name": "Blend Network", + "feature_description": "Access to the hybrid underground: safe houses, scent-masking supply chains, identity documents, community healers who understand hybrid biology. Find the network within 24 hours in any city.", + "suggested_personality": "Defiant. Artistic. Rage just below the surface. Deep bonds with chosen family. Default distrust of purebreds softened by individual proof." + }, + { + "id": "warren_runner", + "name": "Warren Runner", + "flavor": "Leporid-origin logistics and communications. You were a messenger, courier, or information carrier for the warren-networks that connect communities.", + "skill_proficiencies": ["acrobatics", "perception"], + "tool_proficiencies": ["navigators_tools", "vehicles_land"], + "feature_name": "The Network Runs", + "feature_description": "Know the fastest route between any two points in a region you've worked. Deliver messages with near-perfect reliability. Contacts in Leporid warren-networks across multiple cities.", + "suggested_personality": "Restless. Difficulty sitting still. Excellent spatial memory. Loyalty to the network above individual relationships." + }, + { + "id": "rawfang_investigator", + "name": "Rawfang Investigator", + "flavor": "You hunt the worst criminals in the world — those who break the Covenant by consuming sentient flesh. This work has changed you.", + "skill_proficiencies": ["investigation", "medicine"], + "tool_proficiencies": ["alchemists_supplies", "forensic_kit"], + "feature_name": "Crime Scene Reader", + "feature_description": "Analyze a location for evidence of Covenant violation. Blood typing, scent remnants, tissue identification. Read a scene in minutes. Contacts in law enforcement and forensic communities.", + "suggested_personality": "Quiet. Dark humor as a coping mechanism. Difficulty eating meat of any kind. Insomnia. Unwavering commitment to justice." + }, + { + "id": "scent_suppressed", + "name": "Scent-Suppressed", + "flavor": "You grew up on scent-suppressants — maybe your parents were progressive, maybe paranoid, maybe you're a hybrid whose scent was managed from birth. You've lived partially invisible in a world that communicates through smell.", + "skill_proficiencies": ["stealth", "insight"], + "tool_proficiencies": ["perfumers_kit", "alchemists_supplies"], + "feature_name": "Scentless", + "feature_description": "Your baseline scent is nearly undetectable. Creatures relying on scent to detect or read you do so with disadvantage. You read others by body language rather than scent.", + "suggested_personality": "Observant. Disconnected from scent-culture rituals. Feels invisible. Either grateful for the privacy or resentful of the erasure." + }, + { + "id": "former_chattel", + "name": "Former Chattel", + "flavor": "Hybrid-specific. Your grandparents — or you — were property. The Imperium's shadow is long, and some regions only recently abolished hybrid ownership.", + "skill_proficiencies": ["athletics", "survival"], + "tool_proficiencies": ["artisans_tools", "herbalism_kit"], + "feature_name": "Unbreakable", + "feature_description": "Advantage on saves against exhaustion and against effects that would compel obedience or subservience. Contacts in abolitionist networks and former-chattel communities.", + "suggested_personality": "Quiet fury. Absolute refusal to be owned, controlled, or spoken for. Deep empathy for the powerless. Difficulty trusting authority." + }, + { + "id": "coliseum_breeder", + "name": "Coliseum Breeder", + "flavor": "You worked the coliseum system — not as a fighter, but as the industry behind the spectacle. Trainer, handler, promoter, or medic. You know how the machine works.", + "skill_proficiencies": ["animal_handling", "medicine"], + "tool_proficiencies": ["herbalism_kit", "gaming_set"], + "feature_name": "Arena Insider", + "feature_description": "Know the coliseum circuit, active and underground. Secure fights, find fighters, negotiate purses, identify fixed matches. Know which officials take bribes.", + "suggested_personality": "Pragmatic about violence. Business-minded. Complicated relationship with ethics — kept fighters alive, but kept the system running." + } +] diff --git a/Content/Data/bias_profiles.json b/Content/Data/bias_profiles.json new file mode 100644 index 0000000..6ef8b69 --- /dev/null +++ b/Content/Data/bias_profiles.json @@ -0,0 +1,220 @@ +[ + { + "id": "CANID_TRADITIONALIST", + "name": "Canid Traditionalist", + "description": "Pack-loyal, distrusts non-Canidae, respects strength hierarchy. Rural wolf-folk ranchers, Old Pack sympathisers.", + "clade_bias": { + "canidae": 15, + "felidae": -10, + "mustelidae": -5, + "ursidae": 0, + "cervidae": -15, + "bovidae": -10, + "leporidae": -10 + }, + "hybrid_bias": -25, + "faction_affinity": { + "inheritors": 15, + "covenant_enforcers": -10, + "thorn_council": -25 + } + }, + { + "id": "CERVID_CAUTIOUS", + "name": "Cervid Cautious", + "description": "Default wariness of predator clades, warm to other prey, uncertain about hybrids. Herd-city shopkeepers, Cervid farmers.", + "clade_bias": { + "canidae": -15, + "felidae": -20, + "mustelidae": -10, + "ursidae": -25, + "cervidae": 15, + "bovidae": 10, + "leporidae": 5 + }, + "hybrid_bias": -10 + }, + { + "id": "URBAN_PROGRESSIVE", + "name": "Urban Progressive", + "description": "Reduced clade bias across the board, mild positive toward hybrids, dislikes extremists. Sanctum Fidelis professionals, university-educated.", + "clade_bias": { + "canidae": -2, + "felidae": -2, + "mustelidae": 2, + "ursidae": 0, + "cervidae": 2, + "bovidae": 2, + "leporidae": 2 + }, + "hybrid_bias": 5, + "faction_affinity": { + "covenant_enforcers": 5, + "inheritors": -20, + "thorn_council": -15 + } + }, + { + "id": "HYBRID_SURVIVOR", + "name": "Hybrid Survivor", + "description": "Strong positive toward hybrids, default distrust of purebreds, especially authorities. Tangles residents, underground network members.", + "clade_bias": { + "canidae": -5, + "felidae": -5, + "mustelidae": 0, + "ursidae": -5, + "cervidae": -5, + "bovidae": -5, + "leporidae": 0 + }, + "hybrid_bias": 25, + "faction_affinity": { + "covenant_enforcers": -20, + "inheritors": -25, + "thorn_council": -20 + } + }, + { + "id": "MUSTELID_PRAGMATIST", + "name": "Mustelid Pragmatist", + "description": "Judges by utility, mild distrust of large species, respects competence. Factory foremen, independent traders.", + "clade_bias": { + "canidae": 0, + "felidae": 0, + "mustelidae": 8, + "ursidae": -8, + "cervidae": -3, + "bovidae": -5, + "leporidae": 3 + }, + "hybrid_bias": 0 + }, + { + "id": "BOVID_HERD_LOYALIST", + "name": "Bovid Herd Loyalist", + "description": "Warm to other Bovidae and prey clades, wary of predators, protective of community. Herd-city elders, agricultural cooperative members.", + "clade_bias": { + "canidae": -10, + "felidae": -15, + "mustelidae": -5, + "ursidae": -15, + "cervidae": 10, + "bovidae": 15, + "leporidae": 8 + }, + "hybrid_bias": -8 + }, + { + "id": "COVENANT_FAITHFUL", + "name": "Covenant Faithful", + "description": "Treats all clades with studied neutrality, strong negative toward Covenant violators. Covenant Enforcers, Bridge-oath Keepers.", + "clade_bias": { + "canidae": 0, + "felidae": 0, + "mustelidae": 0, + "ursidae": 0, + "cervidae": 0, + "bovidae": 0, + "leporidae": 0 + }, + "hybrid_bias": -3, + "faction_affinity": { + "covenant_enforcers": 25, + "inheritors": -25, + "thorn_council": -25 + } + }, + { + "id": "FRONTIER_NIHILIST", + "name": "Frontier Nihilist", + "description": "Doesn't care what you are, only what you can do right now. Borderland strays, Tangles smugglers.", + "clade_bias": { + "canidae": 0, + "felidae": 0, + "mustelidae": 0, + "ursidae": 0, + "cervidae": 0, + "bovidae": 0, + "leporidae": 0 + }, + "hybrid_bias": 0 + }, + { + "id": "TANGLES_RESIDENT", + "name": "Tangles Resident", + "description": "Distrusts authority, accepts anyone the underground accepts, suspicious of clean-clothed visitors.", + "clade_bias": { + "canidae": -3, + "felidae": -3, + "mustelidae": 5, + "ursidae": -5, + "cervidae": -3, + "bovidae": -3, + "leporidae": 3 + }, + "hybrid_bias": 15, + "faction_affinity": { + "covenant_enforcers": -25, + "inheritors": -15, + "thorn_council": -10 + } + }, + { + "id": "INHERITOR_TRUE_BELIEVER", + "name": "Inheritor True Believer", + "description": "Predator-clade supremacist; the Covenant is a cage, the strong should rule. Inheritor cell members.", + "clade_bias": { + "canidae": 12, + "felidae": 12, + "mustelidae": 8, + "ursidae": 15, + "cervidae": -25, + "bovidae": -25, + "leporidae": -30 + }, + "hybrid_bias": -25, + "faction_affinity": { + "inheritors": 25, + "covenant_enforcers": -25, + "thorn_council": -25 + } + }, + { + "id": "THORN_COUNCIL_HARDLINER", + "name": "Thorn Council Hardliner", + "description": "Prey-clade separatist; predators are unsafe, hybrids are pawns of the old order. Thorn Council operatives.", + "clade_bias": { + "canidae": -25, + "felidae": -25, + "mustelidae": -15, + "ursidae": -30, + "cervidae": 12, + "bovidae": 12, + "leporidae": 10 + }, + "hybrid_bias": -15, + "faction_affinity": { + "thorn_council": 25, + "covenant_enforcers": -20, + "inheritors": -30 + } + }, + { + "id": "MERCHANT_NEUTRAL", + "name": "Merchant Neutral", + "description": "Coin first, opinions last. Smiles at everyone, marks up the unsteady customers.", + "clade_bias": { + "canidae": 0, + "felidae": 0, + "mustelidae": 2, + "ursidae": 0, + "cervidae": 0, + "bovidae": 0, + "leporidae": 0 + }, + "hybrid_bias": -2, + "faction_affinity": { + "merchant_guilds": 15 + } + } +] diff --git a/Content/Data/biomes.json b/Content/Data/biomes.json new file mode 100644 index 0000000..0b4e8f9 --- /dev/null +++ b/Content/Data/biomes.json @@ -0,0 +1,287 @@ +[ + { + "id": "ocean", + "display_name": "Ocean", + "letter": "O", + "color": "#1a4fa8", + "placeholder_sprite": "placeholder/biome_ocean.png", + "elevation_min": 0.0, + "elevation_max": 0.349, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 10, + "is_transition": false + }, + { + "id": "tundra", + "display_name": "Tundra", + "letter": "T", + "color": "#c0ccc4", + "placeholder_sprite": "placeholder/biome_tundra.png", + "elevation_min": 0.0, + "elevation_max": 0.72, + "moisture_min": 0.0, + "moisture_max": 0.48, + "temp_min": 0.0, + "temp_max": 0.28, + "priority": 2, + "is_transition": false + }, + { + "id": "boreal", + "display_name": "Boreal Forest", + "letter": "B", + "color": "#3e6e52", + "placeholder_sprite": "placeholder/biome_boreal.png", + "elevation_min": 0.0, + "elevation_max": 0.65, + "moisture_min": 0.35, + "moisture_max": 0.85, + "temp_min": 0.08, + "temp_max": 0.38, + "priority": 2, + "is_transition": false + }, + { + "id": "temperate_deciduous", + "display_name": "Temperate Forest", + "letter": "F", + "color": "#4e7e3e", + "placeholder_sprite": "placeholder/biome_forest.png", + "elevation_min": 0.0, + "elevation_max": 0.62, + "moisture_min": 0.42, + "moisture_max": 0.9, + "temp_min": 0.28, + "temp_max": 0.68, + "priority": 2, + "is_transition": false + }, + { + "id": "temperate_grassland", + "display_name": "Grassland", + "letter": "G", + "color": "#8aaa48", + "placeholder_sprite": "placeholder/biome_grassland.png", + "elevation_min": 0.0, + "elevation_max": 0.5, + "moisture_min": 0.15, + "moisture_max": 0.58, + "temp_min": 0.28, + "temp_max": 0.72, + "priority": 1, + "is_transition": false + }, + { + "id": "mountain_alpine", + "display_name": "Mountain", + "letter": "M", + "color": "#8a7a68", + "placeholder_sprite": "placeholder/biome_mountain.png", + "elevation_min": 0.62, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 0.55, + "priority": 5, + "is_transition": false + }, + { + "id": "mountain_forested", + "display_name": "Mountain Forest", + "letter": "m", + "color": "#5a6848", + "placeholder_sprite": "placeholder/biome_mountain.png", + "elevation_min": 0.48, + "elevation_max": 0.72, + "moisture_min": 0.38, + "moisture_max": 0.88, + "temp_min": 0.18, + "temp_max": 0.58, + "priority": 3, + "is_transition": false + }, + { + "id": "subtropical_forest", + "display_name": "Subtropical", + "letter": "S", + "color": "#3a8a3a", + "placeholder_sprite": "placeholder/biome_subtropical.png", + "elevation_min": 0.0, + "elevation_max": 0.58, + "moisture_min": 0.6, + "moisture_max": 1.0, + "temp_min": 0.62, + "temp_max": 1.0, + "priority": 4, + "is_transition": false + }, + { + "id": "wetland", + "display_name": "Wetland", + "letter": "W", + "color": "#3a6838", + "placeholder_sprite": "placeholder/biome_wetland.png", + "elevation_min": 0.35, + "elevation_max": 0.44, + "moisture_min": 0.78, + "moisture_max": 1.0, + "temp_min": 0.3, + "temp_max": 0.82, + "priority": 4, + "is_transition": false + }, + { + "id": "coastal", + "display_name": "Coastal", + "letter": "C", + "color": "#90b47e", + "placeholder_sprite": "placeholder/biome_coast.png", + "elevation_min": 0.35, + "elevation_max": 0.39, + "moisture_min": 0.35, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 1, + "is_transition": false + }, + { + "id": "scrubland", + "display_name": "Scrubland", + "letter": "s", + "color": "#9a8848", + "placeholder_sprite": "placeholder/biome_grassland.png", + "elevation_min": 0.0, + "elevation_max": 0.58, + "moisture_min": 0.08, + "moisture_max": 0.32, + "temp_min": 0.38, + "temp_max": 0.82, + "priority": 1, + "is_transition": false + }, + { + "id": "desert_cold", + "display_name": "Cold Desert", + "letter": "D", + "color": "#b8a878", + "placeholder_sprite": "placeholder/biome_tundra.png", + "elevation_min": 0.1, + "elevation_max": 0.7, + "moisture_min": 0.0, + "moisture_max": 0.18, + "temp_min": 0.0, + "temp_max": 0.42, + "priority": 2, + "is_transition": false + }, + { + "id": "forest_edge", + "display_name": "Forest Edge", + "letter": "f", + "color": "#7a9858", + "placeholder_sprite": "placeholder/biome_forest.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + }, + { + "id": "foothills", + "display_name": "Foothills", + "letter": "h", + "color": "#887868", + "placeholder_sprite": "placeholder/biome_mountain.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + }, + { + "id": "marsh_edge", + "display_name": "Marsh Edge", + "letter": "w", + "color": "#587858", + "placeholder_sprite": "placeholder/biome_wetland.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + }, + { + "id": "beach", + "display_name": "Beach", + "letter": "b", + "color": "#d4c888", + "placeholder_sprite": "placeholder/biome_coast.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + }, + { + "id": "cliff", + "display_name": "Cliff", + "letter": "c", + "color": "#786860", + "placeholder_sprite": "placeholder/biome_mountain.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + }, + { + "id": "tidal_flat", + "display_name": "Tidal Flat", + "letter": "t", + "color": "#8aaa80", + "placeholder_sprite": "placeholder/biome_coast.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + }, + { + "id": "mangrove", + "display_name": "Mangrove", + "letter": "n", + "color": "#3a6848", + "placeholder_sprite": "placeholder/biome_wetland.png", + "elevation_min": 0.0, + "elevation_max": 1.0, + "moisture_min": 0.0, + "moisture_max": 1.0, + "temp_min": 0.0, + "temp_max": 1.0, + "priority": 0, + "is_transition": true + } +] diff --git a/Content/Data/building_templates/granary.json b/Content/Data/building_templates/granary.json new file mode 100644 index 0000000..6d9733c --- /dev/null +++ b/Content/Data/building_templates/granary.json @@ -0,0 +1,16 @@ +{ + "id": "granary", + "name": "Granary", + "category": "infrastructure", + "footprint_w_tiles": 5, + "footprint_h_tiles": 5, + "min_tier_eligible": 4, + "weight": 0.4, + "doors": [ + { "x": 2, "y": 4, "facing": "S" } + ], + "decos": [ + { "x": 2, "y": 2, "deco": "counter" } + ], + "roles": [] +} diff --git a/Content/Data/building_templates/house_medium.json b/Content/Data/building_templates/house_medium.json new file mode 100644 index 0000000..7c4b109 --- /dev/null +++ b/Content/Data/building_templates/house_medium.json @@ -0,0 +1,20 @@ +{ + "id": "house_medium", + "name": "Townhouse", + "category": "house", + "footprint_w_tiles": 6, + "footprint_h_tiles": 5, + "min_tier_eligible": 3, + "weight": 1.0, + "doors": [ + { "x": 3, "y": 4, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "hearth" }, + { "x": 4, "y": 2, "deco": "bed" }, + { "x": 4, "y": 3, "deco": "bed" } + ], + "roles": [ + { "tag": "resident", "spawn_at": [2, 2], "optional": true } + ] +} diff --git a/Content/Data/building_templates/house_small.json b/Content/Data/building_templates/house_small.json new file mode 100644 index 0000000..12e65cc --- /dev/null +++ b/Content/Data/building_templates/house_small.json @@ -0,0 +1,19 @@ +{ + "id": "house_small", + "name": "Cottage", + "category": "house", + "footprint_w_tiles": 5, + "footprint_h_tiles": 4, + "min_tier_eligible": 5, + "weight": 1.5, + "doors": [ + { "x": 2, "y": 3, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "hearth" }, + { "x": 3, "y": 2, "deco": "bed" } + ], + "roles": [ + { "tag": "resident", "spawn_at": [2, 2], "optional": true } + ] +} diff --git a/Content/Data/building_templates/inn_medium.json b/Content/Data/building_templates/inn_medium.json new file mode 100644 index 0000000..65b0aa8 --- /dev/null +++ b/Content/Data/building_templates/inn_medium.json @@ -0,0 +1,24 @@ +{ + "id": "inn_medium", + "name": "Tavern & Lodge", + "category": "inn", + "footprint_w_tiles": 10, + "footprint_h_tiles": 8, + "min_tier_eligible": 2, + "weight": 0.6, + "doors": [ + { "x": 5, "y": 7, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "hearth" }, + { "x": 8, "y": 1, "deco": "counter" }, + { "x": 2, "y": 5, "deco": "bed" }, + { "x": 4, "y": 5, "deco": "bed" }, + { "x": 6, "y": 5, "deco": "bed" }, + { "x": 8, "y": 5, "deco": "bed" } + ], + "roles": [ + { "tag": "innkeeper", "spawn_at": [8, 2] }, + { "tag": "barfly", "spawn_at": [3, 3], "optional": true } + ] +} diff --git a/Content/Data/building_templates/inn_small.json b/Content/Data/building_templates/inn_small.json new file mode 100644 index 0000000..4700ac7 --- /dev/null +++ b/Content/Data/building_templates/inn_small.json @@ -0,0 +1,21 @@ +{ + "id": "inn_small", + "name": "Small Inn", + "category": "inn", + "footprint_w_tiles": 8, + "footprint_h_tiles": 6, + "min_tier_eligible": 4, + "weight": 1.0, + "doors": [ + { "x": 4, "y": 5, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "hearth" }, + { "x": 6, "y": 1, "deco": "counter" }, + { "x": 2, "y": 4, "deco": "bed" }, + { "x": 5, "y": 4, "deco": "bed" } + ], + "roles": [ + { "tag": "innkeeper", "spawn_at": [6, 2] } + ] +} diff --git a/Content/Data/building_templates/magistrate.json b/Content/Data/building_templates/magistrate.json new file mode 100644 index 0000000..ab2d5ee --- /dev/null +++ b/Content/Data/building_templates/magistrate.json @@ -0,0 +1,22 @@ +{ + "id": "magistrate", + "name": "Magistrate's Hall", + "category": "civic", + "footprint_w_tiles": 8, + "footprint_h_tiles": 7, + "min_tier_eligible": 2, + "weight": 0.3, + "doors": [ + { "x": 4, "y": 6, "facing": "S" } + ], + "decos": [ + { "x": 4, "y": 1, "deco": "counter" }, + { "x": 3, "y": 1, "deco": "counter" }, + { "x": 1, "y": 5, "deco": "hearth" }, + { "x": 6, "y": 5, "deco": "sign" } + ], + "roles": [ + { "tag": "magistrate", "spawn_at": [4, 2] }, + { "tag": "constable", "spawn_at": [2, 4], "optional": true } + ] +} diff --git a/Content/Data/building_templates/shop_alchemist.json b/Content/Data/building_templates/shop_alchemist.json new file mode 100644 index 0000000..3ce2881 --- /dev/null +++ b/Content/Data/building_templates/shop_alchemist.json @@ -0,0 +1,20 @@ +{ + "id": "shop_alchemist", + "name": "Alchemist", + "category": "shop", + "footprint_w_tiles": 5, + "footprint_h_tiles": 5, + "min_tier_eligible": 2, + "weight": 0.4, + "doors": [ + { "x": 2, "y": 4, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "counter" }, + { "x": 3, "y": 1, "deco": "counter" }, + { "x": 1, "y": 3, "deco": "hearth" } + ], + "roles": [ + { "tag": "alchemist", "spawn_at": [2, 2] } + ] +} diff --git a/Content/Data/building_templates/shop_general.json b/Content/Data/building_templates/shop_general.json new file mode 100644 index 0000000..c3bfc29 --- /dev/null +++ b/Content/Data/building_templates/shop_general.json @@ -0,0 +1,20 @@ +{ + "id": "shop_general", + "name": "General Store", + "category": "shop", + "footprint_w_tiles": 6, + "footprint_h_tiles": 5, + "min_tier_eligible": 4, + "weight": 1.0, + "doors": [ + { "x": 3, "y": 4, "facing": "S" } + ], + "decos": [ + { "x": 4, "y": 1, "deco": "counter" }, + { "x": 4, "y": 2, "deco": "counter" }, + { "x": 1, "y": 1, "deco": "sign" } + ], + "roles": [ + { "tag": "shopkeeper", "spawn_at": [4, 3] } + ] +} diff --git a/Content/Data/building_templates/shop_smithy.json b/Content/Data/building_templates/shop_smithy.json new file mode 100644 index 0000000..5d3282e --- /dev/null +++ b/Content/Data/building_templates/shop_smithy.json @@ -0,0 +1,20 @@ +{ + "id": "shop_smithy", + "name": "Smithy", + "category": "shop", + "footprint_w_tiles": 6, + "footprint_h_tiles": 5, + "min_tier_eligible": 3, + "weight": 0.7, + "doors": [ + { "x": 3, "y": 4, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "hearth" }, + { "x": 2, "y": 1, "deco": "hearth" }, + { "x": 4, "y": 1, "deco": "counter" } + ], + "roles": [ + { "tag": "smith", "spawn_at": [4, 3] } + ] +} diff --git a/Content/Data/building_templates/well.json b/Content/Data/building_templates/well.json new file mode 100644 index 0000000..77d8bfd --- /dev/null +++ b/Content/Data/building_templates/well.json @@ -0,0 +1,16 @@ +{ + "id": "well", + "name": "Well", + "category": "infrastructure", + "footprint_w_tiles": 3, + "footprint_h_tiles": 3, + "min_tier_eligible": 5, + "weight": 0.5, + "doors": [ + { "x": 1, "y": 2, "facing": "S" } + ], + "decos": [ + { "x": 1, "y": 1, "deco": "counter" } + ], + "roles": [] +} diff --git a/Content/Data/clades.json b/Content/Data/clades.json new file mode 100644 index 0000000..dc96c10 --- /dev/null +++ b/Content/Data/clades.json @@ -0,0 +1,115 @@ +[ + { + "id": "canidae", + "name": "Canidae", + "kind": "predator", + "ability_mods": { "CON": 1, "WIS": 1 }, + "languages": ["common", "canid"], + "traits": [ + { "id": "pack_instinct", "name": "Pack Instinct", "description": "Reaction: when an ally within 10 ft. is attacked, grant them +2 AC against that attack. Uses equal to proficiency bonus per long rest." }, + { "id": "superior_scent", "name": "Superior Scent", "description": "Advantage on Perception checks that rely on smell. Detects emotional states (fear, anger, deception) within 30 ft. — interpretation requires WIS check." }, + { "id": "subsonic_communication","name": "Subsonic Communication","description": "Communicate simple messages (danger, regroup, follow, stop) to other Canidae within 60 ft. silently." } + ], + "detriments": [ + { "id": "pack_dependent", "name": "Pack-Dependent", "description": "When no allied creature is within 30 ft., disadvantage on WIS saves against fear and charm." }, + { "id": "scent_overload", "name": "Scent Overload", "description": "In environments with overwhelming or chemically altered smells, all Perception checks suffer disadvantage." } + ] + }, + { + "id": "felidae", + "name": "Felidae", + "kind": "predator", + "ability_mods": { "DEX": 1, "CHA": 1 }, + "languages": ["common", "felid"], + "traits": [ + { "id": "retractable_claws", "name": "Retractable Claws", "description": "Unarmed claw attacks deal 1d6 + DEX slashing. Claws extend or retract at will, allowing full manual dexterity when sheathed." }, + { "id": "darkvision", "name": "Darkvision", "description": "See in dim light within 60 ft. as if bright; in darkness as if dim (greyscale only)." }, + { "id": "feline_grace", "name": "Feline Grace", "description": "Half damage from falls of 30 ft. or less (none from 10 ft. or less). Advantage on Acrobatics checks to maintain balance." }, + { "id": "tail_speak", "name": "Tail-Speak", "description": "Communicate complex emotional and tactical info silently to any creature that speaks Felid, visible up to 60 ft." } + ], + "detriments": [ + { "id": "solitary_instinct", "name": "Solitary Instinct", "description": "Cannot benefit from the Help action unless the helper is a Felidae or a bonded creature." }, + { "id": "prides_cost", "name": "Pride's Cost", "description": "Failing a check or save by 5 or more in front of witnesses imposes disadvantage on the next CHA check." } + ] + }, + { + "id": "mustelidae", + "name": "Mustelidae", + "kind": "predator", + "ability_mods": { "DEX": 1, "INT": 1 }, + "languages": ["common", "mustelid"], + "traits": [ + { "id": "sinuous_frame", "name": "Sinuous Frame", "description": "Squeeze through openings sized for one size category smaller without penalty. Advantage on checks to escape grapples and restraints." }, + { "id": "burning_metabolism", "name": "Burning Metabolism", "description": "Advantage on saves vs. cold and exhaustion. Requires double rations to function (see equipment costs)." }, + { "id": "ferocity", "name": "Ferocity", "description": "When reduced below half HP, deal +1 damage on melee attacks until end of next turn. Triggers once per long rest." } + ], + "detriments": [ + { "id": "high_metabolism", "name": "High Metabolism", "description": "Requires double rations daily. Without enough food, gain a level of exhaustion every 12 hours instead of 24." }, + { "id": "scent_marker", "name": "Scent Marker", "description": "Mustelid musk is unmistakable and difficult to mask. Disadvantage on Stealth checks against creatures with scent abilities unless you have a deep-cover scent-mask active." } + ] + }, + { + "id": "ursidae", + "name": "Ursidae", + "kind": "predator", + "ability_mods": { "DEX": -1, "CON": 2 }, + "languages": ["common", "ursid"], + "traits": [ + { "id": "powerful_build", "name": "Powerful Build", "description": "Counts as one size larger for carrying capacity and grappling. Push, drag, or lift weight is doubled." }, + { "id": "thick_hide", "name": "Thick Hide", "description": "Natural AC = 11 + DEX when unarmored. Resistance to non-magical bludgeoning damage." }, + { "id": "bone_crushing_jaws", "name": "Bone-Crushing Jaws", "description": "Unarmed bite deals 1d10 + STR piercing. On a critical hit, target makes a STR save (DC = 8 + prof + STR) or is knocked prone." } + ], + "detriments": [ + { "id": "lumbering", "name": "Lumbering", "description": "Disadvantage on DEX (Stealth) checks. Disadvantage on DEX saves to avoid area effects." }, + { "id": "heat_intolerance", "name": "Heat Intolerance", "description": "In temperatures above 80°F, CON save (DC 12) every 2 hours of activity or gain a level of exhaustion." } + ] + }, + { + "id": "cervidae", + "name": "Cervidae", + "kind": "prey", + "ability_mods": { "DEX": 1, "WIS": 1 }, + "languages": ["common", "cervid"], + "traits": [ + { "id": "fleet_footed", "name": "Fleet-Footed", "description": "Base movement speed +5 ft. When you Dash, no opportunity attacks against you for that turn." }, + { "id": "antlers", "name": "Antlers", "description": "(Antlered species only.) Natural antler attack deals 1d6 + STR piercing. Antlers shed annually; cosmetic only when shed, attack still functional." }, + { "id": "wide_field_of_view", "name": "Wide Field of View", "description": "Cannot be flanked by fewer than three attackers. Advantage on Perception checks to detect movement at the periphery of vision." } + ], + "detriments": [ + { "id": "flight_response", "name": "Flight Response", "description": "When suddenly threatened (surprise attack, sudden loud sound), WIS save (DC 12) or compelled to move at full speed away from the threat for one turn." }, + { "id": "delicate_frame", "name": "Delicate Frame", "description": "Hit point maximum reduced by 1 per level (minimum 1 HP per level)." } + ] + }, + { + "id": "bovidae", + "name": "Bovidae", + "kind": "prey", + "ability_mods": { "STR": 1, "CON": 1 }, + "languages": ["common", "bovid"], + "traits": [ + { "id": "horns", "name": "Horns", "description": "Natural horn attack deals 1d8 + STR bludgeoning or piercing (shape varies by species). Horns are permanent and grow throughout life." }, + { "id": "herd_wall", "name": "Herd Wall", "description": "Adjacent to one ally: +1 AC. Adjacent to three or more: +2 AC. Stacks with other adjacency bonuses up to a maximum of +3 from all sources." }, + { "id": "unshakeable", "name": "Unshakeable", "description": "Advantage on saves against being frightened, charmed, or compelled to move from your position." } + ], + "detriments": [ + { "id": "ponderous_gait", "name": "Ponderous Gait", "description": "Base movement speed is 25 ft. Disadvantage on DEX saves against effects that require quick repositioning." }, + { "id": "stubborn", "name": "Stubborn", "description": "Disadvantage on WIS saves against effects that exploit refusal to change course (feints, misdirections, lures)." } + ] + }, + { + "id": "leporidae", + "name": "Leporidae", + "kind": "prey", + "ability_mods": { "STR": -1, "DEX": 2 }, + "languages": ["common", "leporid"], + "traits": [ + { "id": "leaping_strides", "name": "Leaping Strides", "description": "Long jump distance equal to your speed without a running start. High jump distance equal to half your speed without a running start." }, + { "id": "burrow_savvy", "name": "Burrow Savvy", "description": "Proficiency in Survival in underground or warren environments. Advantage on Perception checks underground." }, + { "id": "twitch_reflexes", "name": "Twitch Reflexes", "description": "Advantage on initiative rolls. Reaction: when targeted by a ranged attack you can see, impose disadvantage on that attack roll. Uses equal to proficiency bonus per long rest." } + ], + "detriments": [ + { "id": "fragile_body", "name": "Fragile Body", "description": "Hit point maximum reduced by 1 per level (minimum 1 HP per level). Disadvantage on STR saves against effects that would knock you prone." }, + { "id": "constant_vigilance", "name": "Constant Vigilance", "description": "When in a new environment for less than 1 hour, you cannot benefit from a short rest — your nervous system refuses to settle." } + ] + } +] diff --git a/Content/Data/classes.json b/Content/Data/classes.json new file mode 100644 index 0000000..02ef4d4 --- /dev/null +++ b/Content/Data/classes.json @@ -0,0 +1,486 @@ +[ + { + "id": "fangsworn", + "name": "Fangsworn", + "hit_die": 10, + "primary_ability": ["STR", "DEX"], + "saves": ["STR", "CON"], + "armor_proficiencies": ["light", "medium", "heavy", "shields"], + "weapon_proficiencies": ["simple", "martial", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "intimidation", "perception", "survival", "animal_handling"], + "subclass_ids": ["pack_forged", "lone_fang"], + "starting_kit": [ + { "item_id": "rend_sword", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "chain_shirt", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "buckler", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["fighting_style", "claw_and_steel"] }, + { "level": 2, "prof": 2, "features": ["action_surge_1"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack_2"] }, + { "level": 6, "prof": 3, "features": ["asi"] }, + { "level": 7, "prof": 3, "features": ["subclass_feature"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["indomitable_1"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["extra_attack_3"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["indomitable_2"] }, + { "level": 14, "prof": 5, "features": ["asi"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["action_surge_2", "indomitable_3"] }, + { "level": 18, "prof": 6, "features": ["subclass_feature"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["extra_attack_4"] } + ], + "feature_definitions": { + "fighting_style": { "name": "Fighting Style", "kind": "choice", "description": "Pick one combat style. Each gives a passive combat bonus.", "options": ["fang_and_blade", "shieldwall", "duelist", "great_weapon", "natural_predator"] }, + "claw_and_steel": { "name": "Claw & Steel", "kind": "passive", "description": "Combine natural-weapon and manufactured-weapon attacks freely within a single Attack action — no other class can do this without specific permission." }, + "action_surge_1": { "name": "Action Surge", "kind": "active", "uses_per_short_rest": 1, "description": "Once per short rest, take one additional action on your turn." }, + "action_surge_2": { "name": "Action Surge (2/rest)", "kind": "active", "uses_per_short_rest": 2, "description": "Use Action Surge twice per short rest." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose a Fangsworn subclass: Pack-Forged or Lone Fang. (Phase 5: subclass mechanics deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature granted at this level. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase one ability score by 2, or two by 1 each. (Phase 5: deferred — character is locked at level 1.)" }, + "extra_attack_2": { "name": "Extra Attack (2)", "kind": "passive", "description": "Two attacks per Attack action." }, + "extra_attack_3": { "name": "Extra Attack (3)", "kind": "passive", "description": "Three attacks per Attack action." }, + "extra_attack_4": { "name": "Extra Attack (4)", "kind": "passive", "description": "Four attacks per Attack action." }, + "indomitable_1": { "name": "Indomitable", "kind": "active", "uses_per_long_rest": 1, "description": "Reroll a failed saving throw, once per long rest." }, + "indomitable_2": { "name": "Indomitable (2/rest)", "kind": "active", "uses_per_long_rest": 2, "description": "Reroll a failed saving throw, twice per long rest." }, + "indomitable_3": { "name": "Indomitable (3/rest)", "kind": "active", "uses_per_long_rest": 3, "description": "Reroll a failed saving throw, three times per long rest." } + } + }, + { + "id": "bulwark", + "name": "Bulwark", + "hit_die": 12, + "primary_ability": ["CON"], + "saves": ["CON", "CHA"], + "armor_proficiencies": ["light", "medium", "heavy", "shields"], + "weapon_proficiencies": ["simple", "martial", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "insight", "intimidation", "medicine", "perception"], + "subclass_ids": ["herd_wall", "antler_guard"], + "starting_kit": [ + { "item_id": "hoof_club", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "chain_mail", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "standard_shield", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["sentinel_stance", "guardians_mark"] }, + { "level": 2, "prof": 2, "features": ["shield_of_the_herd"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack", "immovable_1"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature"] }, + { "level": 7, "prof": 3, "features": ["guardians_aura_10"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["unbreakable_will"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["improved_guardians_mark"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["guardians_aura_15"] }, + { "level": 14, "prof": 5, "features": ["asi"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["immovable_2"] }, + { "level": 18, "prof": 6, "features": ["guardians_aura_20"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["subclass_feature", "last_one_standing"] } + ], + "feature_definitions": { + "sentinel_stance": { "name": "Sentinel Stance", "kind": "bonus_action", "description": "Bonus action: enter defensive stance. Speed halved, +2 AC, opportunity attacks at advantage. Ends if you move more than half speed or as a free action." }, + "guardians_mark": { "name": "Guardian's Mark", "kind": "bonus_action", "description": "Bonus action: mark a creature within 30 ft. While marked, if it attacks anyone other than you, you may make a melee attack against it as a reaction (if in range)." }, + "shield_of_the_herd": { "name": "Shield of the Herd", "kind": "reaction", "description": "Reaction: when an adjacent ally is targeted by an attack, become the target instead." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "immovable_1": { "name": "Immovable", "kind": "reaction", "uses_per_long_rest": 1, "description": "Reaction: reduce incoming damage by 1d12 + CON. Once per long rest." }, + "immovable_2": { "name": "Immovable (2/rest)", "kind": "reaction", "uses_per_long_rest": 2, "description": "Reaction: reduce incoming damage by 2d12 + CON. Twice per long rest." }, + "guardians_aura_10": { "name": "Guardian's Aura (10 ft.)", "kind": "passive", "description": "Allies within 10 ft. gain +1 to all saves while you are conscious." }, + "guardians_aura_15": { "name": "Guardian's Aura (15 ft.)", "kind": "passive", "description": "Aura range increases to 15 ft." }, + "guardians_aura_20": { "name": "Guardian's Aura (20 ft.)", "kind": "passive", "description": "Aura range increases to 20 ft." }, + "unbreakable_will": { "name": "Unbreakable Will", "kind": "passive", "description": "Immune to the frightened condition." }, + "improved_guardians_mark":{ "name": "Improved Guardian's Mark", "kind": "passive", "description": "Marked creatures also have disadvantage on attacks against creatures other than you." }, + "last_one_standing": { "name": "Last One Standing", "kind": "active", "uses_per_long_rest": 1, "description": "When every other allied creature within 60 ft. is at 0 HP or has fled: resistance to all damage, advantage on all attacks and saves, Mark applies to all hostile creatures simultaneously. 1 minute." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose a Bulwark subclass: Herd-Wall or Antler-Guard. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature granted at this level. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "feral", + "name": "Feral", + "hit_die": 12, + "primary_ability": ["STR", "CON"], + "saves": ["STR", "CON"], + "armor_proficiencies": ["light", "medium"], + "weapon_proficiencies": ["simple", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "intimidation", "nature", "perception", "survival"], + "subclass_ids": ["blood_memory", "stampede_heart"], + "starting_kit": [ + { "item_id": "paw_axe", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "hide_vest", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["feral_rage_2", "unarmored_defense"] }, + { "level": 2, "prof": 2, "features": ["ancestral_sense", "reckless_attack"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack", "fast_movement"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature"] }, + { "level": 7, "prof": 3, "features": ["instinct_awareness"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["feral_rage_3", "brutal_critical_1"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["relentless_rage"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["brutal_critical_2"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["persistent_rage"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["feral_rage_4", "brutal_critical_3"] }, + { "level": 18, "prof": 6, "features": ["indomitable_instinct"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["apex"] } + ], + "feature_definitions": { + "feral_rage_2": { "name": "Feral Rage", "kind": "bonus_action", "uses_per_long_rest": 2, "description": "Bonus action to enter rage. Advantage on STR checks/saves, +2 melee damage (scales), resistance to bludgeoning/piercing/slashing, no concentration. 1 minute or until you choose to end it." }, + "feral_rage_3": { "name": "Feral Rage (3/rest)", "kind": "bonus_action", "uses_per_long_rest": 3, "description": "Same as Feral Rage; +3 damage. Three uses per long rest." }, + "feral_rage_4": { "name": "Feral Rage (4/rest)", "kind": "bonus_action", "uses_per_long_rest": 4, "description": "Same as Feral Rage; +4 damage. Four uses per long rest." }, + "unarmored_defense": { "name": "Unarmored Defense", "kind": "passive", "description": "When wearing no armor, AC = 10 + DEX + CON." }, + "ancestral_sense": { "name": "Ancestral Sense", "kind": "passive", "description": "While raging: advantage on Perception, cannot be surprised, scent-blindsight 10 ft." }, + "reckless_attack": { "name": "Reckless Attack", "kind": "active", "description": "On your turn: advantage on melee attacks, but all attacks against you have advantage until your next turn." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "fast_movement": { "name": "Fast Movement", "kind": "passive", "description": "+10 ft. movement while not wearing heavy armor." }, + "instinct_awareness": { "name": "Instinct Awareness", "kind": "passive", "description": "Add WIS modifier to initiative rolls." }, + "brutal_critical_1": { "name": "Brutal Critical (1 die)", "kind": "passive", "description": "Roll one additional damage die on critical hits." }, + "brutal_critical_2": { "name": "Brutal Critical (2 dice)", "kind": "passive", "description": "Roll two additional damage dice on critical hits." }, + "brutal_critical_3": { "name": "Brutal Critical (3 dice)", "kind": "passive", "description": "Roll three additional damage dice on critical hits." }, + "relentless_rage": { "name": "Relentless Rage", "kind": "active", "description": "If you drop to 0 HP while raging, CON save (DC 10, increasing by 5 each time per rage). On success, drop to 1 HP." }, + "persistent_rage": { "name": "Persistent Rage", "kind": "passive", "description": "Rage only ends when you choose or are unconscious. Nothing else stops it." }, + "indomitable_instinct":{ "name": "Indomitable Instinct", "kind": "passive", "description": "If your total for a STR or CON check is less than your ability score, use the ability score instead." }, + "apex": { "name": "Apex Predator / Apex Prey", "kind": "passive", "description": "Capstone — variant by predator/prey clade." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Blood Memory or Stampede Heart. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "shadow_pelt", + "name": "Shadow-Pelt", + "hit_die": 8, + "primary_ability": ["DEX"], + "saves": ["DEX", "INT"], + "armor_proficiencies": ["light"], + "weapon_proficiencies": ["simple", "hand_crossbow", "short_sword", "rapier", "natural"], + "tool_proficiencies": ["thieves_tools"], + "skills_choose": 4, + "skill_options": ["acrobatics", "athletics", "deception", "insight", "intimidation", "investigation", "perception", "persuasion", "sleight_of_hand", "stealth"], + "subclass_ids": ["noseblind", "ambush_artist"], + "starting_kit": [ + { "item_id": "thorn_blade", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "studded_leather", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "claw_bow", "qty": 1, "auto_equip": false }, + { "item_id": "poultice_universal","qty": 2, "auto_equip": false }, + { "item_id": "scent_mask_basic", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["expertise_2", "sneak_attack_1d6", "scent_discipline"] }, + { "level": 2, "prof": 2, "features": ["cunning_action"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["sneak_attack_3d6", "uncanny_dodge"] }, + { "level": 6, "prof": 3, "features": ["expertise_2_more"] }, + { "level": 7, "prof": 3, "features": ["evasion", "subclass_feature"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["sneak_attack_5d6"] }, + { "level": 10, "prof": 4, "features": ["asi"] }, + { "level": 11, "prof": 4, "features": ["reliable_talent", "subclass_feature"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["sneak_attack_7d6"] }, + { "level": 14, "prof": 5, "features": ["scent_ghost"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["sneak_attack_9d6"] }, + { "level": 18, "prof": 6, "features": ["elusive"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["kill_shot"] } + ], + "feature_definitions": { + "expertise_2": { "name": "Expertise (2)", "kind": "passive", "description": "Double proficiency bonus for 2 proficient skills." }, + "expertise_2_more": { "name": "Expertise (2 more)", "kind": "passive", "description": "Choose 2 more proficient skills to gain expertise." }, + "sneak_attack_1d6": { "name": "Sneak Attack (1d6)", "kind": "passive", "description": "Once per turn, +1d6 damage on an attack with advantage or when an ally is within 5 ft. of the target." }, + "sneak_attack_3d6": { "name": "Sneak Attack (3d6)", "kind": "passive", "description": "Sneak Attack damage scales to 3d6." }, + "sneak_attack_5d6": { "name": "Sneak Attack (5d6)", "kind": "passive", "description": "Sneak Attack damage scales to 5d6." }, + "sneak_attack_7d6": { "name": "Sneak Attack (7d6)", "kind": "passive", "description": "Sneak Attack damage scales to 7d6." }, + "sneak_attack_9d6": { "name": "Sneak Attack (9d6)", "kind": "passive", "description": "Sneak Attack damage scales to 9d6." }, + "scent_discipline": { "name": "Scent Discipline", "kind": "passive", "description": "Advantage on checks to suppress emotional scent leakage. Creatures with scent abilities must beat your DEX (Stealth) with their WIS (Perception) to read your emotional state." }, + "cunning_action": { "name": "Cunning Action", "kind": "bonus_action", "description": "Bonus action: Dash, Disengage, or Hide." }, + "uncanny_dodge": { "name": "Uncanny Dodge", "kind": "reaction", "description": "Reaction: halve damage from an attack you can see." }, + "evasion": { "name": "Evasion", "kind": "passive", "description": "DEX saves for half damage become no damage on success, half on failure." }, + "reliable_talent": { "name": "Reliable Talent", "kind": "passive", "description": "Skill rolls below 10 with proficiency are treated as 10." }, + "scent_ghost": { "name": "Scent Ghost", "kind": "active", "uses_per_long_rest": 1, "description": "Suppress natural scent for 1 hour or project a false clade scent. Once per long rest." }, + "elusive": { "name": "Elusive", "kind": "passive", "description": "No attack roll has advantage against you while you're conscious." }, + "kill_shot": { "name": "Kill Shot", "kind": "active", "uses_per_short_rest": 1, "description": "When Sneak Attack hits, force CON save (DC = 8 + prof + DEX). On failure, double the damage." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Noseblind or Ambush Artist. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "scent_broker", + "name": "Scent-Broker", + "hit_die": 8, + "primary_ability": ["WIS"], + "saves": ["WIS", "CHA"], + "armor_proficiencies": ["light"], + "weapon_proficiencies": ["simple", "natural"], + "tool_proficiencies": ["alchemists_supplies", "perfumers_kit"], + "skills_choose": 3, + "skill_options": ["deception", "insight", "investigation", "medicine", "perception", "persuasion", "stealth"], + "subclass_ids": ["perfumer", "tracker"], + "starting_kit": [ + { "item_id": "fang_knife", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "leather_harness", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "pheromone_vial_calm", "qty": 2, "auto_equip": false }, + { "item_id": "pheromone_vial_fear", "qty": 2, "auto_equip": false }, + { "item_id": "scent_mask_basic", "qty": 2, "auto_equip": false }, + { "item_id": "rations_prey", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["scent_literacy", "nose_for_lies"] }, + { "level": 2, "prof": 2, "features": ["pheromone_craft_2"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["deep_reading", "pheromone_craft_3"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature"] }, + { "level": 7, "prof": 3, "features": ["scent_ward"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["pheromone_craft_4"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["master_nose"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["pheromone_craft_5"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["scent_immunity"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["grand_synthesis"] }, + { "level": 18, "prof": 6, "features": ["subclass_feature"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["olfactory_omniscience"] } + ], + "feature_definitions": { + "scent_literacy": { "name": "Scent Literacy", "kind": "active", "description": "Action: read clade, emotional state, general health, and scent-mask presence on a creature within 30 ft. Detailed reads need a WIS check." }, + "nose_for_lies": { "name": "Nose for Lies", "kind": "passive", "description": "When a creature within 15 ft. lies, you detect the scent shift automatically (no check). Doesn't work on creatures without mammalian scent biology." }, + "pheromone_craft_2": { "name": "Pheromone Craft (2/rest)", "kind": "active", "uses_per_short_rest": 2, "description": "During a short rest, craft pheromone compounds (calm, fear, trust, mask, alert, desire). 2 uses per rest." }, + "pheromone_craft_3": { "name": "Pheromone Craft (3/rest)", "kind": "active", "uses_per_short_rest": 3, "description": "3 compounds per rest." }, + "pheromone_craft_4": { "name": "Pheromone Craft (4/rest)", "kind": "active", "uses_per_short_rest": 4, "description": "4 compounds per rest." }, + "pheromone_craft_5": { "name": "Pheromone Craft (5/rest)", "kind": "active", "uses_per_short_rest": 5, "description": "5 compounds per rest." }, + "deep_reading": { "name": "Deep Reading", "kind": "passive", "description": "Scent Literacy range extends to 60 ft. Detect recent locations, recent contacts, and substances consumed." }, + "scent_ward": { "name": "Scent Ward", "kind": "active", "description": "Mask scent profiles of self + 5 allies for 8 hours (10 minutes prep)." }, + "master_nose": { "name": "Master Nose", "kind": "passive", "description": "Scent range 120 ft. Track by scent (advantage on Survival). Detect invisible creatures within 30 ft. by scent." }, + "scent_immunity": { "name": "Scent Immunity", "kind": "passive", "description": "Immune to scent-based effects (pheromone attacks, fear-scent, arousal-scent)." }, + "grand_synthesis": { "name": "Grand Synthesis", "kind": "passive", "description": "Combine two Pheromone Craft effects into a single compound. Compound DCs +2." }, + "olfactory_omniscience":{ "name": "Olfactory Omniscience", "kind": "passive", "description": "Cannot be surprised. Know exact location, clade, emotion, and health of every creature within 120 ft. Permanent ID after one encounter." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Perfumer or Tracker. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "covenant_keeper", + "name": "Covenant-Keeper", + "hit_die": 10, + "primary_ability": ["CHA"], + "saves": ["WIS", "CHA"], + "armor_proficiencies": ["light", "medium", "heavy", "shields"], + "weapon_proficiencies": ["simple", "martial", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "insight", "intimidation", "medicine", "persuasion", "religion"], + "subclass_ids": ["the_warden", "the_bridge"], + "starting_kit": [ + { "item_id": "rend_sword", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "chain_shirt", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "standard_shield", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["covenant_sense", "lay_on_paws"] }, + { "level": 2, "prof": 2, "features": ["fighting_style", "covenants_authority_2"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack"] }, + { "level": 6, "prof": 3, "features": ["aura_of_the_covenant_10"] }, + { "level": 7, "prof": 3, "features": ["subclass_feature"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["covenants_authority_3"] }, + { "level": 10, "prof": 4, "features": ["aura_of_courage_10"] }, + { "level": 11, "prof": 4, "features": ["improved_covenant_strike"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["covenants_authority_4"] }, + { "level": 14, "prof": 5, "features": ["cleansing_touch"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["covenants_authority_5"] }, + { "level": 18, "prof": 6, "features": ["aura_30"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["subclass_feature"] } + ], + "feature_definitions": { + "covenant_sense": { "name": "Covenant Sense", "kind": "passive", "description": "Detect Covenant violations within 60 ft. — active predation, consumption of sentient flesh, rawfang activity." }, + "lay_on_paws": { "name": "Lay on Paws", "kind": "active", "description": "Pool of healing equal to CHA × 5. Action: touch a creature and restore HP from the pool. 5 points cures one disease or neutralizes one poison. Replenishes on long rest." }, + "fighting_style": { "name": "Fighting Style", "kind": "choice", "description": "Pick a combat style.", "options": ["defense", "protection", "great_weapon"] }, + "covenants_authority_2":{ "name": "Covenant's Authority (2/rest)", "kind": "active", "uses_per_long_rest": 2, "description": "Action: present authority. Compel Truth, Rebuke Predation, or Shield the Innocent. 2 uses per long rest." }, + "covenants_authority_3":{ "name": "Covenant's Authority (3/rest)", "kind": "active", "uses_per_long_rest": 3, "description": "3 uses per long rest." }, + "covenants_authority_4":{ "name": "Covenant's Authority (4/rest)", "kind": "active", "uses_per_long_rest": 4, "description": "4 uses per long rest." }, + "covenants_authority_5":{ "name": "Covenant's Authority (5/rest)", "kind": "active", "uses_per_long_rest": 5, "description": "5 uses per long rest." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "aura_of_the_covenant_10":{ "name": "Aura of the Covenant (10 ft.)", "kind": "passive", "description": "You and friendly creatures within 10 ft. add CHA mod to saving throws." }, + "aura_of_courage_10": { "name": "Aura of Courage (10 ft.)", "kind": "passive", "description": "You and friendly creatures within 10 ft. are immune to frightened." }, + "aura_30": { "name": "Aura Improvements (30 ft.)", "kind": "passive", "description": "All auras extend to 30 ft." }, + "improved_covenant_strike":{ "name": "Improved Covenant Strike", "kind": "passive", "description": "Melee attacks deal +1d8 damage against creatures actively violating the Covenant." }, + "cleansing_touch": { "name": "Cleansing Touch", "kind": "active", "description": "Action: end one negative condition or effect on a creature you touch. Uses equal to CHA mod per long rest." }, + "subclass_select": { "name": "Oath Selection", "kind": "stub", "description": "Choose The Warden or The Bridge. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Oath Feature", "kind": "stub", "description": "Oath-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "muzzle_speaker", + "name": "Muzzle-Speaker", + "hit_die": 8, + "primary_ability": ["CHA"], + "saves": ["DEX", "CHA"], + "armor_proficiencies": ["light"], + "weapon_proficiencies": ["simple", "natural"], + "tool_proficiencies": ["musical_instrument", "musical_instrument_2", "musical_instrument_3"], + "skills_choose": 3, + "skill_options": ["acrobatics", "animal_handling", "arcana", "athletics", "deception", "history", "insight", "intimidation", "investigation", "medicine", "nature", "perception", "performance", "persuasion", "religion", "sleight_of_hand", "stealth", "survival"], + "subclass_ids": ["warhorn", "whisperfur"], + "starting_kit": [ + { "item_id": "fang_knife", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "studded_leather", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "poultice_universal","qty": 2, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["vocalization_dice_d6", "polyglot"] }, + { "level": 2, "prof": 2, "features": ["jack_of_all_trades", "song_of_rest_d6"] }, + { "level": 3, "prof": 2, "features": ["subclass_select", "expertise_2"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["vocalization_dice_d8", "font_of_inspiration"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature", "counter_vocalization"] }, + { "level": 7, "prof": 3, "features": ["song_of_rest_d8"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["vocalization_dice_d10"] }, + { "level": 10, "prof": 4, "features": ["expertise_2_more"] }, + { "level": 11, "prof": 4, "features": ["subclass_feature"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["song_of_rest_d10"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["vocalization_dice_d12"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["song_of_rest_d12"] }, + { "level": 18, "prof": 6, "features": ["superior_inspiration"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["voice_of_the_world"] } + ], + "feature_definitions": { + "vocalization_dice_d6": { "name": "Vocalization Dice (d6, 4/rest)", "kind": "bonus_action", "uses_per_long_rest": 4, "description": "Bonus action: expend a die to aid an ally within 60 ft.; they add the result to one attack/check/save within 10 minutes. d6 at level 1." }, + "vocalization_dice_d8": { "name": "Vocalization Dice (d8)", "kind": "bonus_action", "description": "Vocalization Dice scale to d8." }, + "vocalization_dice_d10": { "name": "Vocalization Dice (d10)", "kind": "bonus_action", "description": "Vocalization Dice scale to d10." }, + "vocalization_dice_d12": { "name": "Vocalization Dice (d12)", "kind": "bonus_action", "description": "Vocalization Dice scale to d12." }, + "polyglot": { "name": "Polyglot", "kind": "passive", "description": "Speak, read, write Common plus all Clade languages. Approximate subsonic and ultrasonic components imperfectly." }, + "jack_of_all_trades": { "name": "Jack of All Trades", "kind": "passive", "description": "Add half proficiency to checks you're not proficient in." }, + "song_of_rest_d6": { "name": "Song of Rest (d6)", "kind": "passive", "description": "During short rest, allies who hear you regain additional HP (d6 at level 2)." }, + "song_of_rest_d8": { "name": "Song of Rest (d8)", "kind": "passive", "description": "Song of Rest scales to d8." }, + "song_of_rest_d10": { "name": "Song of Rest (d10)", "kind": "passive", "description": "Song of Rest scales to d10." }, + "song_of_rest_d12": { "name": "Song of Rest (d12)", "kind": "passive", "description": "Song of Rest scales to d12." }, + "expertise_2": { "name": "Expertise (2)", "kind": "passive", "description": "Double proficiency bonus for 2 chosen proficient skills." }, + "expertise_2_more": { "name": "Expertise (2 more)", "kind": "passive", "description": "Choose 2 more proficient skills for expertise." }, + "font_of_inspiration": { "name": "Font of Inspiration", "kind": "passive", "description": "Vocalization Dice recharge on short rest." }, + "counter_vocalization": { "name": "Counter-Vocalization", "kind": "reaction", "description": "Reaction: when a creature within 60 ft. uses a vocalization-based ability, expend a die to attempt to counter (CHA check vs. theirs)." }, + "superior_inspiration": { "name": "Superior Inspiration", "kind": "passive", "description": "When you roll initiative with no dice remaining, regain one." }, + "voice_of_the_world": { "name": "Voice of the World", "kind": "active", "uses_per_long_rest": 1, "description": "Speak one sentence understood perfectly by every sentient creature within 300 ft., regardless of language or deafness. Once per long rest." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Warhorn or Whisperfur. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "claw_wright", + "name": "Claw-Wright", + "hit_die": 8, + "primary_ability": ["INT"], + "saves": ["INT", "CON"], + "armor_proficiencies": ["light", "medium", "shields"], + "weapon_proficiencies": ["simple", "natural", "firearms"], + "tool_proficiencies": ["tinkers_tools", "artisans_tools", "artisans_tools_2"], + "skills_choose": 3, + "skill_options": ["arcana", "investigation", "medicine", "nature", "perception", "sleight_of_hand"], + "subclass_ids": ["combat_engineer", "body_wright"], + "starting_kit": [ + { "item_id": "hoof_club", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "studded_leather", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "buckler", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rope_claw_braid", "qty": 1, "auto_equip": false }, + { "item_id": "rations_prey", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["adaptive_crafting", "field_repair"] }, + { "level": 2, "prof": 2, "features": ["gadget_pool_2"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack", "gadget_pool_3"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature", "tool_expertise"] }, + { "level": 7, "prof": 3, "features": ["flash_of_genius"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["gadget_pool_4"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["reliable_engineering"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["gadget_pool_5"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["superior_gadgets"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["gadget_pool_6"] }, + { "level": 18, "prof": 6, "features": ["subclass_feature"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["master_wright"] } + ], + "feature_definitions": { + "adaptive_crafting": { "name": "Adaptive Crafting", "kind": "passive", "description": "Modify any tool, weapon, or equipment to function for a different Clade's body type during a short rest. Modified items grant +1 to relevant checks for the intended species." }, + "field_repair": { "name": "Field Repair", "kind": "active", "description": "Action: restore 1d8 + INT HP to a construct or repair a broken object/mechanism. On creatures: emergency medical treatment — stabilize, splint, suture." }, + "gadget_pool_2": { "name": "Gadget Pool (2)", "kind": "passive", "description": "Long rest: create gadgets. 2 active at a time at level 2." }, + "gadget_pool_3": { "name": "Gadget Pool (3)", "kind": "passive", "description": "3 active gadgets." }, + "gadget_pool_4": { "name": "Gadget Pool (4)", "kind": "passive", "description": "4 active gadgets." }, + "gadget_pool_5": { "name": "Gadget Pool (5)", "kind": "passive", "description": "5 active gadgets." }, + "gadget_pool_6": { "name": "Gadget Pool (6)", "kind": "passive", "description": "6 active gadgets." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "tool_expertise": { "name": "Tool Expertise", "kind": "passive", "description": "Double proficiency with all tools you're proficient in." }, + "flash_of_genius": { "name": "Flash of Genius", "kind": "reaction", "description": "Reaction: when you or a creature within 30 ft. makes a check or save, add INT mod to the roll. Uses equal to INT mod per long rest." }, + "reliable_engineering":{ "name": "Reliable Engineering", "kind": "passive", "description": "Gadget save DCs +2. Damaging gadgets add INT mod." }, + "superior_gadgets": { "name": "Superior Gadgets", "kind": "passive", "description": "Unlock advanced gadget tier; existing gadgets gain enhanced effects." }, + "master_wright": { "name": "Master Wright", "kind": "active", "description": "Long rest: create one Masterwork item. Permanent, fits any Clade, +3 to relevant checks. Maintain up to 3." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Combat Engineer or Body-Wright. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + } +] diff --git a/Content/Data/dialogues/generic_guard.json b/Content/Data/dialogues/generic_guard.json new file mode 100644 index 0000000..769d122 --- /dev/null +++ b/Content/Data/dialogues/generic_guard.json @@ -0,0 +1,83 @@ +{ + "id": "generic_guard", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "Halt. State your business in {npc.role}.", + "options": [ + { "text": "Just passing through. Travelling to learn the country.", "next": "passes" }, + { + "text": "I'm here on business with the magistrate.", + "next": "passes", + "conditions": [ + { "kind": "rep_at_least", "faction": "covenant_enforcers", "value": 0 } + ] + }, + { + "text": "[Persuasion DC 13] Come now, friend — do I look like trouble?", + "skill_check": { "skill": "persuasion", "dc": 13 }, + "next_on_success": "passes_warmly", + "next_on_failure": "guard_suspicious", + "effects_on_success": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": 2, "faction": "covenant_enforcers", "note": "smooth talker" } } + ] + }, + { + "text": "[Intimidate DC 16] Stand aside.", + "skill_check": { "skill": "intimidation", "dc": 16 }, + "next_on_success": "guard_steps_aside", + "next_on_failure": "guard_calls_for_help", + "effects_on_success": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": -3, "faction": "covenant_enforcers", "note": "intimidated a guard" } } + ], + "effects_on_failure": [ + { "kind": "rep_event", "event": { "kind": "Crime", "magnitude": -8, "faction": "covenant_enforcers", "note": "tried to bully a guard" } } + ] + }, + { "text": "Apologies. Goodbye.", "next": "" } + ] + }, + { + "id": "passes", + "speaker": "npc", + "text": "On your way then. Mind the curfew. Stranger faces have come through this season; we're keeping count.", + "options": [ + { "text": "Thank you.", "next": "" } + ] + }, + { + "id": "passes_warmly", + "speaker": "npc", + "text": "Hah — alright, alright, on with you. Mind yourself out there.", + "options": [ + { "text": "Thank you, friend.", "next": "" } + ] + }, + { + "id": "guard_suspicious", + "speaker": "npc", + "text": "Mm. I'll be remembering your face. Move along.", + "options": [ + { "text": "Thank you.", "next": "" } + ] + }, + { + "id": "guard_steps_aside", + "speaker": "npc", + "text": "(They step aside, jaw tight.) Pass. Don't make me regret it.", + "options": [ + { "text": "(Walk past.)", "next": "" } + ] + }, + { + "id": "guard_calls_for_help", + "speaker": "npc", + "text": "(They reach for a whistle.) That's enough. Constable! Constable, here!", + "options": [ + { "text": "(Back away.)", "next": "" } + ] + } + ] +} diff --git a/Content/Data/dialogues/generic_merchant.json b/Content/Data/dialogues/generic_merchant.json new file mode 100644 index 0000000..bdf432b --- /dev/null +++ b/Content/Data/dialogues/generic_merchant.json @@ -0,0 +1,109 @@ +{ + "id": "generic_merchant", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "{disposition_label} face today. What brings you to my counter, friend?", + "options": [ + { + "text": "Show me what you have for sale.", + "next": "shop_open", + "effects": [{ "kind": "open_shop" }] + }, + { + "text": "What's the news?", + "next": "lore" + }, + { + "text": "[Persuasion DC 12] Surely a regular customer earns better prices?", + "skill_check": { "skill": "persuasion", "dc": 12 }, + "next_on_success": "shopkeeper_warmed", + "next_on_failure": "shopkeeper_unmoved", + "effects_on_success": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": 2, "note": "polite haggle" } } + ], + "effects_on_failure": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": -1, "note": "weak pitch" } } + ] + }, + { + "text": "[Intimidate DC 14] Discount, or I tell people about the rats in your stockroom.", + "skill_check": { "skill": "intimidation", "dc": 14 }, + "next_on_success": "shopkeeper_caves", + "next_on_failure": "shopkeeper_dismisses", + "conditions": [ + { "kind": "not_has_flag", "flag": "intimidation_used_at_npc" } + ], + "effects_on_success": [ + { "kind": "set_flag", "flag": "shopkeeper_intimidated" }, + { "kind": "set_flag", "flag": "intimidation_used_at_npc" } + ], + "effects_on_failure": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": -3, "note": "tried to bully" } }, + { "kind": "set_flag", "flag": "intimidation_used_at_npc" } + ] + }, + { + "text": "Goodbye.", + "next": "" + } + ] + }, + { + "id": "shop_open", + "speaker": "npc", + "text": "Take a look. Quality goods, fair prices.", + "options": [ + { "text": "[Browse]", "next": "intro", "effects": [{ "kind": "open_shop" }] }, + { "text": "Actually, never mind.", "next": "intro" } + ] + }, + { + "id": "lore", + "speaker": "npc", + "text": "Times are uneasy. Rumours of strange scents on the wind. Travellers come through asking after old names. Don't ask me which. I trade in goods, not gossip. (Well — mostly.)", + "options": [ + { "text": "Back to business.", "next": "intro" }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "shopkeeper_warmed", + "speaker": "npc", + "text": "Hah. You've a tongue, that's certain. Tell you what — pick something out, I'll knock a bit off.", + "options": [ + { "text": "Show me what you have.", "next": "shop_open", "effects": [{ "kind": "open_shop" }] }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "shopkeeper_unmoved", + "speaker": "npc", + "text": "Heard better lines from the rats in my stockroom. Prices are prices.", + "options": [ + { "text": "Show me what you have anyway.", "next": "shop_open", "effects": [{ "kind": "open_shop" }] }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "shopkeeper_caves", + "speaker": "npc", + "text": "Easy. Easy. There's no need for that. Tell you what — take a look, I'll be reasonable.", + "options": [ + { "text": "Show me what you have.", "next": "shop_open", "effects": [{ "kind": "open_shop" }] }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "shopkeeper_dismisses", + "speaker": "npc", + "text": "I've heard better threats from a wet matchstick. Buy something or get out.", + "options": [ + { "text": "Show me what you have.", "next": "shop_open", "effects": [{ "kind": "open_shop" }] }, + { "text": "Goodbye.", "next": "" } + ] + } + ] +} diff --git a/Content/Data/dialogues/generic_villager.json b/Content/Data/dialogues/generic_villager.json new file mode 100644 index 0000000..ef311f0 --- /dev/null +++ b/Content/Data/dialogues/generic_villager.json @@ -0,0 +1,62 @@ +{ + "id": "generic_villager", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "Stranger. You're a {disposition_label} sort, far as I can tell. What's on your mind?", + "options": [ + { "text": "What's it like living here?", "next": "lore_town" }, + { "text": "Heard any unusual news?", "next": "lore_news" }, + { + "text": "[Insight DC 12] Are you well? You seem distracted.", + "skill_check": { "skill": "insight", "dc": 12 }, + "next_on_success": "villager_confides", + "next_on_failure": "villager_brushes_off", + "effects_on_success": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": 2, "note": "noticed unease" } } + ] + }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "lore_town", + "speaker": "npc", + "text": "Quiet, mostly. We mind our pasture, the constable minds the road, magistrate minds the rest. Used to be quieter still, before the news started.", + "options": [ + { "text": "What news?", "next": "lore_news" }, + { "text": "Back.", "next": "intro" } + ] + }, + { + "id": "lore_news", + "speaker": "npc", + "text": "Travellers from west of here, asking after old names. Strange scents some mornings. Constable's twitchy. We don't talk about it much. You shouldn't either.", + "options": [ + { "text": "Thanks.", "next": "intro" }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "villager_confides", + "speaker": "npc", + "text": "(Quietly.) You've got an eye on you. Two days back, neighbours saw a coyote-folk on the road who didn't smell right — like a city perfume but ten years stale. Made my fur stand up.", + "options": [ + { "text": "Did you tell the constable?", "next": "intro", + "effects": [{ "kind": "set_flag", "flag": "villager_warned_about_coyote" }] }, + { "text": "Stay safe. Goodbye.", "next": "" } + ] + }, + { + "id": "villager_brushes_off", + "speaker": "npc", + "text": "Nothing wrong. Long day, that's all.", + "options": [ + { "text": "Back.", "next": "intro" }, + { "text": "Goodbye.", "next": "" } + ] + } + ] +} diff --git a/Content/Data/dialogues/millhaven_constable.json b/Content/Data/dialogues/millhaven_constable.json new file mode 100644 index 0000000..4410927 --- /dev/null +++ b/Content/Data/dialogues/millhaven_constable.json @@ -0,0 +1,74 @@ +{ + "id": "millhaven_constable", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "\"Constable Aldous Fenn. Magistrate told me to expect you.\"\n\nThe coyote-folk constable has the worn calm of someone who has already had two long days this week. His Covenant brassard is impeccable; his cuffs are not. \"I'm sorry for your loss. Anything you need from the office, you ask me first.\"", + "options": [ + { "text": "Show me your file on my parents.", "next": "case_file" }, + { "text": "What's the Old Howl mine?", "next": "old_howl" }, + { "text": "I heard there's some kind of dispute on the south fence.", "next": "fence_dispute" }, + { "text": "I'll come back later.", "next": "" } + ] + }, + { + "id": "case_file", + "speaker": "npc", + "text": "He pulls a thin folder. \"Open-field rawfang attack. No witnesses, no print pattern, no one missing from the local population. I closed it as such. Magistrate disagreed. He didn't tell me what he disagreed with.\"\n\nA pause. \"If you find something my eyes missed, I want to know. I'd rather rewrite a closed case than work the wrong one.\"", + "options": [ + { "text": "I will. Thank you.", "next": "intro" }, + { "text": "Why didn't the magistrate tell you?", "next": "magistrate_split" } + ] + }, + { + "id": "magistrate_split", + "speaker": "npc", + "text": "He almost smiles. \"Because the magistrate is older than me, and he learned policing in a generation that didn't trust paperwork. He's careful with what he writes down. I am too, when I have to be.\"", + "options": [ + { "text": "Understood.", "next": "intro" } + ] + }, + { + "id": "old_howl", + "speaker": "npc", + "text": "\"Collapsed mine, due south. Used to ship copper. The shaft fell in fifty years ago. Officially closed. Unofficially, somebody's been camping in the entrance — campfire ash and a path beaten in the brush. Brigands, I expect. Take care if you go.\"", + "options": [ + { "text": "Brigands? On their own, this close to town?", "next": "brigand_concern" }, + { "text": "Good to know.", "next": "intro" } + ] + }, + { + "id": "brigand_concern", + "speaker": "npc", + "text": "\"On their own, no. Some of them work to a contract. I would like to know who pays for camp ash this close to town. If you find out and choose to tell me, the office will remember.\"", + "options": [ + { "text": "I'll look.", "next": "intro" } + ] + }, + { + "id": "fence_dispute", + "speaker": "npc", + "text": "\"Cervid farmer named Mira and a Canid rancher named Voss. Same fence line for thirty years. This summer it became a war. Both sides are right about something. Neither will speak to me without the other in the room. I am very tired of fences.\"\n\n\"If you can mediate, I will accept any honest outcome.\"", + "options": [ + { + "text": "I'll go talk to them.", + "next": "fence_accept", + "effects": [ + { "kind": "start_quest", "quest": "side_act_i_fence_lines" } + ] + }, + { "text": "Not my problem.", "next": "intro" } + ] + }, + { + "id": "fence_accept", + "speaker": "npc", + "text": "\"Mira's farm is the second left out the south gate. Voss runs his herd along the eastern ridge. Pick a side, pick a compromise — I'll back any solution that holds for a season.\"", + "options": [ + { "text": "Understood.", "next": "" } + ] + } + ] +} diff --git a/Content/Data/dialogues/millhaven_grandmother_asha.json b/Content/Data/dialogues/millhaven_grandmother_asha.json new file mode 100644 index 0000000..8f9525b --- /dev/null +++ b/Content/Data/dialogues/millhaven_grandmother_asha.json @@ -0,0 +1,122 @@ +{ + "id": "millhaven_grandmother_asha", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "\"Sit, sit. The chair likes company.\"\n\nGrandmother Asha is a wolf-folk older than the timbers of her cottage. Her eyes are pale and watchful. A small fire burns even in the warm hour. \"You smell like a long road, child. What pulls you to this old door?\"", + "options": [ + { "text": "I'm here about my parents.", "next": "parents" }, + { "text": "The magistrate said you'd know things about Millhaven.", "next": "lore" }, + { + "text": "[Has Briarstead Journal] My parents kept this journal. Did you know them?", + "conditions": [{ "kind": "has_item", "id": "briarstead_journal" }], + "next": "journal_recognised" + }, + { "text": "I should be on my way.", "next": "" } + ] + }, + { + "id": "parents", + "speaker": "npc", + "text": "\"I knew them when the millpond still froze every winter. Quiet people. Good with chemistry. Your mother could tell a forged Pheromone from a real one before the salesman finished his pitch.\" Her ears flatten briefly. \"They were not killed by a wild thing. I have walked this country my whole life. I know what a real rawfang scent leaves on the wind.\"", + "options": [ + { "text": "What did the wind smell like, then?", "next": "wind_smell" }, + { "text": "What do you mean?", "next": "wind_smell" } + ] + }, + { + "id": "wind_smell", + "speaker": "npc", + "text": "\"Manufactured. Adrenaline without fear. Saliva without hunger. Someone deployed a pheromone compound to write the wrong story across the field.\" She watches your face for a long moment. \"You are not the first to ask. Read what they left you. Then come back and tell me whose names are on the list.\"", + "options": [ + { "text": "I'd like to ask a favour, if I may.", "next": "favour_offer", + "conditions": [{ "kind": "has_flag", "flag": "asha_offered_favour" }] }, + { "text": "Will you help me?", "next": "favour" }, + { "text": "I'll come back.", "next": "" } + ] + }, + { + "id": "favour", + "speaker": "npc", + "text": "\"I am old, child, and the old keep accounts. There is a stone in the Old Howl mine — your magistrate told you the lane forks. Left to the farm, right to the mine. The mine has been collapsed since my mother's time. My father's Howl-stone is in there. Bring it to me, and I will tell you what I know about the people whose names you carry.\"\n\n\"You'll need to be careful. The mine has not been empty. Someone has been using it. Bring no one with you who you do not trust completely.\"", + "options": [ + { + "text": "I'll fetch the stone.", + "next": "", + "effects": [ + { "kind": "set_flag", "flag": "asha_offered_favour", "value": 1 }, + { "kind": "start_quest", "quest": "side_act_i_old_howl" } + ] + }, + { "text": "Maybe later.", "next": "" } + ] + }, + { + "id": "favour_offer", + "speaker": "npc", + "text": "\"The mine, the stone, my father's hand. Either you've gone, or you're remembering. Speak, then.\"", + "options": [ + { + "text": "[Has Howl-stone] I brought your stone back.", + "conditions": [{ "kind": "has_item", "id": "howl_stone" }], + "next": "stone_returned", + "effects": [ + { "kind": "take_item", "id": "howl_stone", "qty": 1 }, + { "kind": "set_flag", "flag": "asha_received_howl_stone", "value": 1 }, + { "kind": "rep_event", "event": { "kind": "Aid", "magnitude": 30, "role_tag": "millhaven.grandmother_asha", "note": "returned the Howl-stone" } }, + { "kind": "give_xp", "xp": 150 } + ] + }, + { "text": "Still working on it.", "next": "" } + ] + }, + { + "id": "stone_returned", + "speaker": "npc", + "text": "She closes her hand around the stone and is silent for a long beat. The fire behind her snaps.\n\n\"Thank you, child. The Old Howl is quieter now.\" She presses something thin and folded into your palm — a name, an old address, a route. \"This is who I would speak to in Thornfield, if I were going. Don't show it to a stranger.\"\n\n\"Now ask me what you came for.\"", + "options": [ + { "text": "Tell me about the Maw.", "next": "maw_lore", + "conditions": [{ "kind": "has_item", "id": "maw_sigil" }] }, + { "text": "What do you know about Sable Vasik?", "next": "vasik_lore", + "conditions": [{ "kind": "has_flag", "flag": "asha_received_howl_stone" }] }, + { "text": "Just thank you.", "next": "" } + ] + }, + { + "id": "vasik_lore", + "speaker": "npc", + "text": "\"That name. I have heard it twice in fifty years, and both times the speaker apologised for saying it aloud.\" She thinks. \"A Covenant-Keeper of the Bridge oath, retired thirty years. People who knew the work say the work was good. People who knew the keeper say the keeper was tired. Be careful with what tired people decide is true.\"", + "options": [ + { "text": "Thank you. Goodbye.", "next": "" } + ] + }, + { + "id": "maw_lore", + "speaker": "npc", + "text": "\"A circle of teeth. Predators of every clade biting the same prey at the same moment. The pictograph is older than the Covenant — it used to mean a hunting truce. Whoever uses it now has read history badly, or read it too well.\"", + "options": [ + { "text": "Thank you for your help.", "next": "" } + ] + }, + { + "id": "journal_recognised", + "speaker": "npc", + "text": "She turns the journal over in her hands as carefully as a wounded bird.\n\n\"Yes. Your parent's hand. Read the early entries first — they were a careful writer. The later entries are not as careful. Something had begun to frighten them. By the time they crossed names off this list, they were sleeping in shifts.\" Her eyes meet yours. \"I am sorry, child. I am old enough to recognise what fear looks like in handwriting.\"", + "options": [ + { "text": "Will you help me?", "next": "favour" }, + { "text": "I'll come back when I know more.", "next": "" } + ] + }, + { + "id": "lore", + "speaker": "npc", + "text": "\"Millhaven sits where the southern road and the millrace meet. Cervid farmers and Canid ranchers, with a few of every other clade between. Most years, the grain is good and the constable is bored. This year is not most years.\"\n\n\"Ask me something specific and I'll answer the part I know.\"", + "options": [ + { "text": "What about my parents?", "next": "parents" }, + { "text": "Goodbye.", "next": "" } + ] + } + ] +} diff --git a/Content/Data/dialogues/millhaven_lacroix.json b/Content/Data/dialogues/millhaven_lacroix.json new file mode 100644 index 0000000..450de28 --- /dev/null +++ b/Content/Data/dialogues/millhaven_lacroix.json @@ -0,0 +1,149 @@ +{ + "id": "millhaven_lacroix", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "\"Evening, friend. Fen Lacroix, traveling merchant. Saw your face in the inn last night and thought I'd say hello.\"\n\nThe coyote-folk smiles too widely, talks too smoothly, and stands too close. There's a road-pack at his feet, but the only goods inside are two flat parcels that don't rattle.", + "options": [ + { "text": "What are you really doing in Millhaven?", "next": "what_doing" }, + { + "text": "[Has Briarstead Journal] You were in my parents' workshop.", + "conditions": [{ "kind": "has_item", "id": "briarstead_journal" }], + "next": "accuse" + }, + { "text": "Just passing through. Goodbye.", "next": "" } + ] + }, + { + "id": "what_doing", + "speaker": "npc", + "text": "\"Buying, selling, listening. Roads have ears, and ears get hungry.\" His smile doesn't change. \"You should be careful who you talk to. This town has a habit of remembering things badly.\"", + "options": [ + { "text": "Is that a warning?", "next": "warning" }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "warning", + "speaker": "npc", + "text": "\"It's a road-merchant's discount. Listen well or pay later.\" He starts to lift his pack.", + "options": [ + { "text": "Wait. We're not done.", "next": "accuse", + "conditions": [{ "kind": "has_item", "id": "briarstead_journal" }] }, + { "text": "Goodbye, then.", "next": "" } + ] + }, + { + "id": "accuse", + "speaker": "npc", + "text": "His face stops smiling.\n\n\"Ah. So you read the journal already. That's quicker than they thought.\" He shifts his weight. The hand near his pack is no longer holding it.\n\n\"Three options, friend. You walk away and forget my name. You take me to your constable, and I tell him a story that won't satisfy you. Or we settle it here.\"", + "options": [ + { + "text": "[Intimidate DC 14] Talk first. The story you tell me, or you don't walk out of this room.", + "skill_check": { "skill": "intimidation", "dc": 14 }, + "next_on_success": "interrogate", + "next_on_failure": "fight", + "effects_on_success": [ + { "kind": "set_flag", "flag": "lacroix_interrogated", "value": 1 }, + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": 4, "role_tag": "millhaven.lacroix", "note": "broke under threat" } } + ], + "effects_on_failure": [ + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": -3, "role_tag": "millhaven.lacroix", "note": "called your bluff" } } + ] + }, + { + "text": "Settle it here.", + "next": "fight" + }, + { + "text": "Walk away. (Both of us.)", + "next": "let_go", + "effects": [ + { "kind": "set_flag", "flag": "lacroix_let_go", "value": 1 }, + { "kind": "give_item", "id": "maw_sigil", "qty": 1 }, + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": 5, "faction": "maw", "note": "let the operative go" } }, + { "kind": "rep_event", "event": { "kind": "Dialogue", "magnitude": -8, "faction": "covenant_enforcers", "note": "did not detain a known suspect" } } + ] + } + ] + }, + { + "id": "interrogate", + "speaker": "npc", + "text": "He sits — slowly — on the edge of the bed.\n\n\"Fine. I was sent to confirm your parents' notes were destroyed. Someone wanted them dead before they finished writing. I was cleanup.\" He looks tired. \"I don't know who paid. I take a name and a wax seal and money in my hand. The seal is teeth in a circle. The Maw, they call themselves. That's all I know. Ask the people in Thornfield. Ask Sable.\"\n\nHe opens his coat slowly and produces a folded letter sealed in black wax. The mark is a circle of teeth meeting at the centre. He sets it on the bed.", + "options": [ + { + "text": "Take the letter and let him go.", + "next": "", + "effects": [ + { "kind": "give_item", "id": "maw_sigil", "qty": 1 }, + { "kind": "set_flag", "flag": "lacroix_climax_resolved", "value": 1 }, + { "kind": "set_flag", "flag": "act_i_briarstead_searched", "value": 1 }, + { "kind": "give_xp", "xp": 250 }, + { "kind": "rep_event", "event": { "kind": "Quest", "magnitude": 4, "faction": "covenant_enforcers", "note": "extracted intel from a Maw operative" } }, + { "kind": "rep_event", "event": { "kind": "Quest", "magnitude": -10, "faction": "maw", "note": "extracted intel from one of their operatives" } } + ] + }, + { + "text": "Take the letter and end this.", + "next": "kill_after_interrogate", + "effects": [ + { "kind": "give_item", "id": "maw_sigil", "qty": 1 }, + { "kind": "set_flag", "flag": "lacroix_killed", "value": 1 }, + { "kind": "set_flag", "flag": "lacroix_climax_resolved", "value": 1 }, + { "kind": "set_flag", "flag": "act_i_briarstead_searched", "value": 1 }, + { "kind": "give_xp", "xp": 200 }, + { "kind": "rep_event", "event": { "kind": "Death", "magnitude": -25, "faction": "maw", "note": "killed an operative after extraction" } }, + { "kind": "rep_event", "event": { "kind": "Crime", "magnitude": -8, "faction": "covenant_enforcers", "note": "executed a prisoner without trial" } } + ] + } + ] + }, + { + "id": "kill_after_interrogate", + "speaker": "narration", + "text": "He doesn't fight back. He didn't think you'd actually do it.", + "options": [ + { "text": "Continue.", "next": "" } + ] + }, + { + "id": "fight", + "speaker": "narration", + "text": "Lacroix moves first. The room is small. There is no escape — only a fight that ends one way or the other.\n\n(For Phase 6 M6, the fight is resolved narratively here as a single decisive blow; Phase 7's PoI work will replace this with the full tactical encounter the design calls for.)", + "options": [ + { + "text": "[Decisive blow]", + "next": "", + "effects": [ + { "kind": "give_item", "id": "maw_sigil", "qty": 1 }, + { "kind": "set_flag", "flag": "lacroix_killed", "value": 1 }, + { "kind": "set_flag", "flag": "lacroix_climax_resolved", "value": 1 }, + { "kind": "set_flag", "flag": "act_i_briarstead_searched", "value": 1 }, + { "kind": "give_xp", "xp": 250 }, + { "kind": "rep_event", "event": { "kind": "Death", "magnitude": -30, "faction": "maw", "note": "killed Lacroix in self-defence" } }, + { "kind": "rep_event", "event": { "kind": "Combat", "magnitude": 4, "faction": "covenant_enforcers", "note": "stopped a Maw operative mid-mission" } } + ] + } + ] + }, + { + "id": "let_go", + "speaker": "npc", + "text": "He nods, slowly, and slides a folded letter across the floor with his boot. The wax seal is a circle of teeth.\n\n\"You have a long road. Keep it warm.\" He shoulders his pack and goes.\n\n(The Maw now knows you exist. They will adjust.)", + "options": [ + { + "text": "Continue.", + "next": "", + "effects": [ + { "kind": "set_flag", "flag": "lacroix_climax_resolved", "value": 1 }, + { "kind": "set_flag", "flag": "act_i_briarstead_searched", "value": 1 }, + { "kind": "give_xp", "xp": 150 } + ] + } + ] + } + ] +} diff --git a/Content/Data/dialogues/millhaven_magistrate.json b/Content/Data/dialogues/millhaven_magistrate.json new file mode 100644 index 0000000..2704154 --- /dev/null +++ b/Content/Data/dialogues/millhaven_magistrate.json @@ -0,0 +1,86 @@ +{ + "id": "millhaven_magistrate", + "root": "intro", + "nodes": [ + { + "id": "intro", + "speaker": "npc", + "text": "\"You'll be the one I wrote to. Take a breath. There's a small letter on my desk waiting for you, and a longer story behind it.\"\n\nMagistrate Vossler is an elderly elk-folk in modest robes. The Covenant seal on his collar is old enough that the gilding has worn down. He nods at a chair without inviting you to sit.", + "options": [ + { "text": "Tell me what happened to my parents.", "next": "case" }, + { "text": "Why did you write to me, of all people?", "next": "why_you" }, + { "text": "I'd like to look around the town first.", "next": "" }, + { "text": "Goodbye.", "next": "" } + ] + }, + { + "id": "why_you", + "speaker": "npc", + "text": "\"You're the next of kin on file. They never named anyone else. The estate paperwork required your hand. The case file...\" He pauses. \"That's why I wrote you a personal letter and not a courier slip.\"", + "options": [ + { "text": "What's in the case file?", "next": "case" }, + { "text": "I'll think on it. Goodbye.", "next": "" } + ] + }, + { + "id": "case", + "speaker": "npc", + "text": "\"The constabulary report calls it a rawfang attack. Open-field, predator profile, no witnesses. Constable Fenn ran the investigation himself. He's a good Canid — pack-trained, methodical. He believes what he wrote.\"\n\nThe magistrate folds his hands. \"I do not. The scene was wrong. Your parents had been preparing for something — papers boxed, maps annotated. I had the boxes brought here for safekeeping. I'd like you to take them with you.\"", + "options": [ + { + "text": "I'll take them. What did they leave?", + "next": "hand_over", + "effects": [ + { "kind": "give_item", "id": "briarstead_journal", "qty": 1 }, + { "kind": "give_item", "id": "formula_partial", "qty": 1 }, + { "kind": "give_item", "id": "names_list", "qty": 1 }, + { "kind": "set_flag", "flag": "spoke_to_millhaven_magistrate", "value": 1 }, + { "kind": "rep_event", "event": { "kind": "Quest", "magnitude": 4, "faction": "covenant_enforcers", "note": "called on the Millhaven magistrate" } } + ] + }, + { "text": "Why didn't you go to the Enforcers in the capital?", "next": "why_not_capital" } + ] + }, + { + "id": "why_not_capital", + "speaker": "npc", + "text": "\"Because if my hunch is right, then the wrong office in the capital will hand the file to the wrong person. I'd rather you know what they wrote down before anyone else does.\"\n\nHe sighs. \"Take the boxes. Read the journal first. The names list will mean nothing today. It will mean a great deal in a month.\"", + "options": [ + { + "text": "Alright. Hand them over.", + "next": "hand_over", + "effects": [ + { "kind": "give_item", "id": "briarstead_journal", "qty": 1 }, + { "kind": "give_item", "id": "formula_partial", "qty": 1 }, + { "kind": "give_item", "id": "names_list", "qty": 1 }, + { "kind": "set_flag", "flag": "spoke_to_millhaven_magistrate", "value": 1 }, + { "kind": "rep_event", "event": { "kind": "Quest", "magnitude": 4, "faction": "covenant_enforcers", "note": "called on the Millhaven magistrate" } } + ] + } + ] + }, + { + "id": "hand_over", + "speaker": "npc", + "text": "He brings out a small chest from behind the desk and slides it across.\n\n\"There's a journal, three sheets of formula, and a list of names. I've also kept the keys to the farmhouse — Briarstead, if you remember the road. South of town, past the millpond. Constable Fenn can show you the path; Grandmother Asha can tell you who your parents were before this happened. Do both, in either order. Then come back here and tell me what you found.\"", + "options": [ + { "text": "Where exactly is Briarstead?", "next": "directions" }, + { + "text": "I'll go.", + "next": "" + } + ] + }, + { + "id": "directions", + "speaker": "npc", + "text": "\"South gate, then the rutted lane along the millpond. Twenty minutes if you walk steadily. The lane forks at the old fence — left for the farmhouse, right for the Old Howl mine. The mine's collapsed. Don't go there alone.\"", + "options": [ + { + "text": "Understood.", + "next": "" + } + ] + } + ] +} diff --git a/Content/Data/dungeon_layouts/imperium_medium.json b/Content/Data/dungeon_layouts/imperium_medium.json new file mode 100644 index 0000000..8f33753 --- /dev/null +++ b/Content/Data/dungeon_layouts/imperium_medium.json @@ -0,0 +1,27 @@ +{ + "id": "imperium_medium", + "dungeon_type": "ImperiumRuin", + "size_band": "medium", + "anchor": "", + "room_count_min": 6, + "room_count_max": 10, + "branching": "branching", + "required_roles": ["entry", "boss"], + "optional_roles": ["narrative", "loot", "dead-end"], + "loot_table_per_band": { + "t1": "loot_dungeon_imperium_t1", + "t2": "loot_dungeon_imperium_t2", + "t3": "loot_dungeon_imperium_t3" + }, + "spawn_kind_distribution": { + "PoiGuard": 0.7, + "WildAnimal": 0.2, + "Brigand": 0.1 + }, + "level_band_to_loot_band": { + "0": "t1", + "1": "t1", + "2": "t2", + "3": "t3" + } +} diff --git a/Content/Data/dungeon_layouts/mine_small.json b/Content/Data/dungeon_layouts/mine_small.json new file mode 100644 index 0000000..1a49cea --- /dev/null +++ b/Content/Data/dungeon_layouts/mine_small.json @@ -0,0 +1,25 @@ +{ + "id": "mine_small", + "dungeon_type": "AbandonedMine", + "size_band": "small", + "anchor": "", + "room_count_min": 3, + "room_count_max": 5, + "branching": "linear", + "required_roles": ["entry"], + "optional_roles": ["transit", "loot", "dead-end"], + "loot_table_per_band": { + "t1": "loot_dungeon_mine_t1", + "t2": "loot_dungeon_mine_t2" + }, + "spawn_kind_distribution": { + "Brigand": 0.6, + "WildAnimal": 0.4 + }, + "level_band_to_loot_band": { + "0": "t1", + "1": "t1", + "2": "t2", + "3": "t2" + } +} diff --git a/Content/Data/factions.json b/Content/Data/factions.json new file mode 100644 index 0000000..0cbefd7 --- /dev/null +++ b/Content/Data/factions.json @@ -0,0 +1,92 @@ +[ + { + "id": "covenant_enforcers", + "name": "Covenant Enforcers", + "shortName": "Enforcers", + "color": "#4466BB", + "description": "The paramilitary arm of the Covenant. They enforce the Separation Accords, monitor clade mixing, and maintain order in urban centers. Loyal to the capital's governance structure.", + "opposition": { + "inheritors": -0.3, + "thorn_council": -0.3, + "hybrid_underground": -0.1, + "merchant_guilds": 0.1, + "maw": -0.5 + } + }, + { + "id": "inheritors", + "name": "Inheritors", + "shortName": "Inheritors", + "color": "#CC4422", + "description": "A loose alliance of predator-clade communities who believe the old ways of strength and territory are the only true order. Strong in frontier and wilderness regions.", + "opposition": { + "covenant_enforcers": -0.5, + "thorn_council": -0.2, + "hybrid_underground": -0.3, + "unsheathed": -0.3, + "maw": 0.2 + } + }, + { + "id": "thorn_council", + "name": "Thorn Council", + "shortName": "Thorns", + "color": "#44AA55", + "description": "A coalition of prey-clade communities and urban progressives advocating for political reform and the dismantling of clade-based hierarchy. Active in agricultural and urban regions.", + "opposition": { + "covenant_enforcers": -0.5, + "inheritors": -0.2, + "hybrid_underground": -0.1, + "unsheathed": -0.2, + "maw": 0.2 + } + }, + { + "id": "merchant_guilds", + "name": "Merchant Guilds", + "shortName": "Guilds", + "color": "#CC9933", + "description": "Federated trade guilds spanning every major settlement. Pragmatic, transnational, and prone to underwriting any cause that keeps shipping lanes open.", + "opposition": { + "covenant_enforcers": 0.1 + } + }, + { + "id": "hybrid_underground", + "name": "Hybrid Underground", + "shortName": "Underground", + "color": "#884488", + "description": "Informal mutual-aid network for hybrid-clade individuals. Smuggles scent masks, provides safe houses, runs forged-papers logistics in the cities.", + "opposition": { + "covenant_enforcers": -0.1, + "inheritors": -0.5, + "thorn_council": -0.3, + "unsheathed": 0.3 + } + }, + { + "id": "unsheathed", + "name": "The Unsheathed", + "shortName": "Unsheathed", + "color": "#22AABB", + "description": "Hybrid political activism movement that pushes for legal recognition through public organising. The above-ground sibling of the Underground.", + "opposition": { + "inheritors": -0.5, + "thorn_council": -0.3, + "hybrid_underground": 0.3 + } + }, + { + "id": "maw", + "name": "The Maw", + "shortName": "Maw", + "color": "#222222", + "description": "Hidden until Act I climax. Conspiratorial alliance of Inheritors, Thorn extremists, and Sable Vasik building The Unmaking compound. Standing with this faction is meaningful only after the player learns it exists.", + "hidden": true, + "opposition": { + "covenant_enforcers": -0.5, + "inheritors": 0.2, + "thorn_council": 0.2 + } + } +] diff --git a/Content/Data/items.json b/Content/Data/items.json new file mode 100644 index 0000000..1ff6453 --- /dev/null +++ b/Content/Data/items.json @@ -0,0 +1,553 @@ +[ + { + "id": "fang_knife", + "name": "Fang-knife", + "kind": "weapon", + "cost_fang": 2, + "weight_lb": 0.5, + "sizes": ["small", "medium", "large"], + "properties": ["finesse", "light", "thrown"], + "proficiency": "simple", + "damage": "1d4", + "damage_type": "piercing", + "range_short_tiles": 4, + "range_long_tiles": 12, + "description": "Curved blade mimicking a canine tooth. Universal grip — works for paws, hooves, and claws." + }, + { + "id": "hoof_club", + "name": "Hoof-club", + "kind": "weapon", + "cost_fang": 1, + "weight_lb": 3, + "sizes": ["medium", "large"], + "properties": [], + "proficiency": "simple", + "damage": "1d6", + "damage_type": "bludgeoning", + "description": "Thick handle with weighted head, designed for split-hoof grip. Standard prey-clade sidearm." + }, + { + "id": "claw_pick", + "name": "Claw-pick", + "kind": "weapon", + "cost_fang": 3, + "weight_lb": 2, + "sizes": ["small", "medium"], + "properties": [], + "proficiency": "simple", + "damage": "1d6", + "damage_type": "piercing", + "description": "Short hafted pick that locks between extended claws. Felidae and Mustelidae weapon." + }, + { + "id": "antler_staff", + "name": "Antler-staff", + "kind": "weapon", + "cost_fang": 5, + "weight_lb": 4, + "sizes": ["medium", "large"], + "properties": ["versatile"], + "proficiency": "simple", + "damage": "1d8", + "damage_versatile": "1d10", + "damage_type": "bludgeoning", + "description": "A shed antler rack mounted on a hardwood shaft. Cervidae cultural weapon." + }, + { + "id": "rend_sword", + "name": "Rend-sword", + "kind": "weapon", + "cost_fang": 25, + "weight_lb": 3, + "sizes": ["medium", "large"], + "properties": ["versatile"], + "proficiency": "martial", + "damage": "1d8", + "damage_versatile": "1d10", + "damage_type": "slashing", + "description": "Curved single-edged blade with a claw-guard hilt. Standard sidearm of Canid military." + }, + { + "id": "thorn_blade", + "name": "Thorn-blade", + "kind": "weapon", + "cost_fang": 30, + "weight_lb": 2, + "sizes": ["small", "medium"], + "properties": ["finesse", "light"], + "proficiency": "martial", + "damage": "1d6", + "damage_type": "piercing", + "description": "Needle-thin thrusting sword. Felidae dueling weapon — designed for precision targeting of joints and soft tissue." + }, + { + "id": "gore_lance", + "name": "Gore-lance", + "kind": "weapon", + "cost_fang": 35, + "weight_lb": 6, + "sizes": ["medium", "large"], + "properties": ["heavy", "two_handed", "reach"], + "proficiency": "martial", + "damage": "1d12", + "damage_type": "piercing", + "reach_tiles": 2, + "description": "Reinforced lance designed for Bovid and Cervid charge attacks. +1d6 damage when used in a charge (20+ feet of movement)." + }, + { + "id": "paw_axe", + "name": "Paw-axe", + "kind": "weapon", + "cost_fang": 20, + "weight_lb": 3, + "sizes": ["medium", "large"], + "properties": ["versatile"], + "proficiency": "martial", + "damage": "1d8", + "damage_versatile": "1d10", + "damage_type": "slashing", + "description": "Broad-headed axe with oversized grip accommodating padded paws. Ursidae and Canidae weapon." + }, + { + "id": "weasel_blade", + "name": "Weasel-blade", + "kind": "weapon", + "cost_fang": 35, + "weight_lb": 1, + "sizes": ["small", "medium"], + "properties": ["finesse", "light"], + "proficiency": "martial", + "damage": "1d6", + "damage_type": "slashing", + "description": "Thin flexible blade for Mustelid proportions. No disadvantage in confined environments (tunnels, crawlspaces)." + }, + { + "id": "herd_hammer", + "name": "Herd-hammer", + "kind": "weapon", + "cost_fang": 30, + "weight_lb": 10, + "sizes": ["medium", "large"], + "properties": ["heavy", "two_handed"], + "proficiency": "martial", + "damage": "2d6", + "damage_type": "bludgeoning", + "description": "Massive maul with flat striking face. Bovid siege weapon. On a critical hit, target is knocked prone automatically." + }, + { + "id": "short_bow", + "name": "Short Bow", + "kind": "weapon", + "cost_fang": 15, + "weight_lb": 2, + "sizes": ["small", "medium", "large"], + "properties": ["ammunition", "two_handed"], + "proficiency": "simple", + "damage": "1d6", + "damage_type": "piercing", + "range_short_tiles": 16, + "range_long_tiles": 64, + "description": "Standard ranged weapon. 80/320 ft. range." + }, + { + "id": "claw_bow", + "name": "Claw-bow", + "kind": "weapon", + "cost_fang": 35, + "weight_lb": 1.5, + "sizes": ["small", "medium"], + "properties": ["ammunition", "light"], + "proficiency": "martial", + "damage": "1d6", + "damage_type": "piercing", + "range_short_tiles": 16, + "range_long_tiles": 64, + "description": "Wrist-mounted crossbow that fires when claws are extended in a specific position. Felidae design — leaves a free hand." + }, + + { + "id": "hide_vest", + "name": "Hide Vest", + "kind": "armor", + "cost_fang": 5, + "weight_lb": 4, + "sizes": ["small", "medium", "large"], + "properties": [], + "armor_class": "light", + "ac_base": 11, + "ac_max_dex": -1, + "description": "Fur-lined interior for thin-coated species. Ventilated panels for thick-coated." + }, + { + "id": "leather_harness", + "name": "Leather Harness", + "kind": "armor", + "cost_fang": 10, + "weight_lb": 5, + "sizes": ["small", "medium"], + "properties": [], + "armor_class": "light", + "ac_base": 11, + "ac_max_dex": -1, + "description": "Chest-and-shoulder coverage, tail-slotted. Standard Mustelid and Leporidae armor." + }, + { + "id": "studded_leather", + "name": "Studded Leather", + "kind": "armor", + "cost_fang": 25, + "weight_lb": 8, + "sizes": ["small", "medium", "large"], + "properties": [], + "armor_class": "light", + "ac_base": 12, + "ac_max_dex": -1, + "description": "Reinforced with metal studs. Tail-slot, ear-cutouts." + }, + { + "id": "chain_shirt", + "name": "Chain Shirt", + "kind": "armor", + "cost_fang": 30, + "weight_lb": 15, + "sizes": ["medium", "large"], + "properties": [], + "armor_class": "medium", + "ac_base": 13, + "ac_max_dex": 2, + "stealth_disadvantage": true, + "description": "Tail-slotted standard. Disadvantage on Stealth." + }, + { + "id": "breastplate", + "name": "Breastplate", + "kind": "armor", + "cost_fang": 50, + "weight_lb": 18, + "sizes": ["medium", "large"], + "properties": [], + "armor_class": "medium", + "ac_base": 14, + "ac_max_dex": 2, + "description": "Covers torso only, leaves limbs free for natural weapon use. Favored by Feral class." + }, + { + "id": "chain_mail", + "name": "Chain Mail", + "kind": "armor", + "cost_fang": 50, + "weight_lb": 40, + "sizes": ["medium", "large"], + "properties": [], + "armor_class": "heavy", + "ac_base": 16, + "ac_max_dex": 0, + "min_str": 13, + "stealth_disadvantage": true, + "description": "Full chain suit. Tail-slotted, ear-cutouts. STR 13 required. Overheating risk for double-coated species." + }, + + { + "id": "buckler", + "name": "Buckler", + "kind": "shield", + "cost_fang": 5, + "weight_lb": 3, + "sizes": ["small", "medium", "large"], + "properties": [], + "ac_base": 1, + "description": "Strapped to forearm. Allows use of the attached paw at disadvantage for fine tasks." + }, + { + "id": "standard_shield", + "name": "Standard Shield", + "kind": "shield", + "cost_fang": 10, + "weight_lb": 6, + "sizes": ["small", "medium", "large"], + "properties": [], + "ac_base": 2, + "description": "Round, kite, or tower depending on Clade. Paw-grip or hoof-brace options." + }, + { + "id": "tower_shield", + "name": "Tower Shield", + "kind": "shield", + "cost_fang": 30, + "weight_lb": 15, + "sizes": ["medium", "large"], + "properties": ["heavy"], + "ac_base": 3, + "min_str": 14, + "description": "Three-quarter body coverage. STR 14 required. Disadvantage on attack rolls. Provides three-quarters cover when planted." + }, + + { + "id": "poultice_universal", + "name": "Poultice (universal)", + "kind": "consumable", + "cost_fang": 5, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["consumable"], + "consumable_kind": "healing", + "healing": "1d4", + "description": "Topical healing compound that works on any Clade. The compromise option — heals 1d4. Single use." + }, + { + "id": "poultice_canid", + "name": "Poultice (Canid-calibrated)", + "kind": "consumable", + "cost_fang": 2, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["consumable", "clade_canidae"], + "consumable_kind": "healing", + "healing": "1d6", + "description": "Optimized for Canid metabolism — heals 1d6 on Canidae, 1d4 otherwise. Single use." + }, + { + "id": "healers_kit", + "name": "Healer's Kit", + "kind": "consumable", + "cost_fang": 5, + "weight_lb": 3, + "sizes": ["medium"], + "properties": ["multi_use"], + "consumable_kind": "kit", + "description": "10 uses. Stabilize creatures at 0 HP without a Medicine check. Calibrated for purebred physiology." + }, + { + "id": "scent_mask_basic", + "name": "Scent-mask (basic)", + "kind": "consumable", + "cost_fang": 5, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["consumable"], + "consumable_kind": "scent_mask", + "description": "Topical compound. Suppresses natural scent for 4 hours. Breaks under heavy exertion, fear, or arousal. Casual-grade." + }, + { + "id": "pheromone_vial_calm", + "name": "Pheromone Vial (calm)", + "kind": "consumable", + "cost_fang": 10, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["consumable", "thrown"], + "consumable_kind": "pheromone", + "description": "Throwable or applied. 10-foot radius. WIS save DC 12 or become docile for 1 minute (breaks on damage). Single use." + }, + { + "id": "pheromone_vial_fear", + "name": "Pheromone Vial (fear)", + "kind": "consumable", + "cost_fang": 10, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["consumable", "thrown"], + "consumable_kind": "pheromone", + "description": "Throwable. 10-foot radius. Creatures must WIS save DC 12 or be frightened for 1 round. Single use." + }, + + { + "id": "torch_scent_neutral", + "name": "Torch (scent-neutral)", + "kind": "gear", + "cost_fang": 1, + "weight_lb": 1, + "sizes": ["medium"], + "properties": [], + "description": "Burns for 1 hour. Produces light without smoke or scent. Essential in a world where standard torches blind every nose in the party." + }, + { + "id": "rope_claw_braid", + "name": "Rope (claw-braid, 50 ft.)", + "kind": "gear", + "cost_fang": 3, + "weight_lb": 5, + "sizes": ["medium"], + "properties": [], + "description": "Braided to provide grip texture for clawed paws. Advantage on Athletics checks to climb when using this rope (Felidae, Mustelidae, Canidae)." + }, + { + "id": "rations_predator", + "name": "Rations (predator, 1 day)", + "kind": "gear", + "cost_fang": 0.5, + "weight_lb": 1, + "sizes": ["medium"], + "properties": ["consumable"], + "description": "Dried fish, smoked poultry, insect protein bars, pickled eggs. Balanced for Canid/Felid/Mustelid/Ursid diet." + }, + { + "id": "rations_prey", + "name": "Rations (prey, 1 day)", + "kind": "gear", + "cost_fang": 0.3, + "weight_lb": 1.5, + "sizes": ["medium"], + "properties": ["consumable"], + "description": "Grain cakes, dried fruit and vegetables, nut butter, seed mix, root chips. Bulkier but cheaper." + }, + { + "id": "adaptive_pack", + "name": "Size-adaptive Pack", + "kind": "gear", + "cost_fang": 15, + "weight_lb": 3, + "sizes": ["small", "medium", "large"], + "properties": ["adaptive"], + "description": "Adjustable backpack with extendable straps and modular capacity. Fits Small through Large creatures. Tail-vent standard. Raises carrying capacity." + }, + { + "id": "bedroll_multi_height", + "name": "Multi-height Bedroll", + "kind": "gear", + "cost_fang": 5, + "weight_lb": 5, + "sizes": ["small", "medium", "large"], + "properties": ["adaptive"], + "description": "Expandable sleeping surface. Compressed: fits Leporidae/Mustelid. Extended: fits Ursidae. Temperature-regulating lining." + }, + + { + "id": "fang_caps_steel", + "name": "Fang Caps (steel)", + "kind": "natural_weapon_enhancer", + "cost_fang": 15, + "weight_lb": 0.2, + "sizes": ["small", "medium", "large"], + "properties": [], + "enhancer_slot": "fang", + "damage_bonus": 1, + "clade_fit": ["canidae", "felidae", "mustelidae"], + "description": "Steel sheaths fitted over canines. Removable. +1 damage to bite attacks." + }, + { + "id": "claw_sheaths_iron", + "name": "Claw Sheaths (iron)", + "kind": "natural_weapon_enhancer", + "cost_fang": 20, + "weight_lb": 0.3, + "sizes": ["small", "medium", "large"], + "properties": [], + "enhancer_slot": "claw", + "damage_bonus": 1, + "clade_fit": ["felidae", "mustelidae", "ursidae"], + "description": "Iron caps over natural claws. +1 damage to claw attacks. Retractable models for Felidae cost 35f." + }, + { + "id": "hoof_plates_iron", + "name": "Hoof Plates (iron)", + "kind": "natural_weapon_enhancer", + "cost_fang": 15, + "weight_lb": 1, + "sizes": ["medium", "large"], + "properties": [], + "enhancer_slot": "hoof", + "damage_bonus": 1, + "clade_fit": ["cervidae", "bovidae"], + "description": "Bolted or strapped to hooves. +1 damage to kick attacks." + }, + { + "id": "antler_tips_steel", + "name": "Antler Tips (steel)", + "kind": "natural_weapon_enhancer", + "cost_fang": 25, + "weight_lb": 0.5, + "sizes": ["medium", "large"], + "properties": [], + "enhancer_slot": "antler", + "damage_bonus": 1, + "clade_fit": ["cervidae"], + "description": "Steel points capped over antler tines. +1 damage to antler attacks. Seasonal — must be refitted after shed cycle." + }, + + { + "id": "briarstead_journal", + "name": "Parents' Journal", + "kind": "gear", + "cost_fang": 0, + "weight_lb": 0.5, + "sizes": ["medium"], + "properties": ["quest"], + "description": "A leather-bound notebook your parent kept in secret. Pages of careful handwriting trace concerns about repurposed scent-pathway research and the people who might be using it." + }, + { + "id": "formula_partial", + "name": "Partial Chemical Formula", + "kind": "gear", + "cost_fang": 0, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["quest"], + "description": "Three sheets of stained vellum holding fragments of an alchemical formula. Even incomplete, the structure resembles a neural-pathway compound — suppressive at low doses, weaponisable at high." + }, + { + "id": "names_list", + "name": "Names on a List", + "kind": "gear", + "cost_fang": 0, + "weight_lb": 0.05, + "sizes": ["medium"], + "properties": ["quest"], + "description": "A short list of names in your parent's handwriting. Some have been crossed out. The remaining names: Dr. Marisol Venn (Thornfield), Magistrate Pell Sorvic (Sanctum Fidelis), and \"S.V.\" — no surname, no city." + }, + { + "id": "maw_sigil", + "name": "Wax-Sealed Letter", + "kind": "gear", + "cost_fang": 0, + "weight_lb": 0.1, + "sizes": ["medium"], + "properties": ["quest"], + "description": "A coded letter sealed with a sigil: a circle of teeth meeting at the centre. The mark of the Maw." + }, + { + "id": "howl_stone", + "name": "Howl-stone", + "kind": "gear", + "cost_fang": 0, + "weight_lb": 1.0, + "sizes": ["medium"], + "properties": ["quest"], + "description": "A polished river stone, the size of a fist, etched with a worn Canid hand-glyph. Grandmother Asha's family heirloom — its cool weight feels older than the mine it sat in." + }, + { + "id": "scent_mask_military", + "name": "Scent-mask (military)", + "kind": "consumable", + "cost_fang": 25, + "weight_lb": 0.2, + "sizes": ["medium"], + "properties": ["consumable"], + "consumable_kind": "scent_mask", + "description": "Issued to scout-patrol units. Layered compound suppresses individual scent under combat exertion for up to 8 hours. Auto-passes casual scent detection." + }, + { + "id": "scent_mask_deep_cover", + "name": "Scent-mask (deep cover)", + "kind": "consumable", + "cost_fang": 90, + "weight_lb": 0.3, + "sizes": ["medium"], + "properties": ["consumable", "rare"], + "consumable_kind": "scent_mask", + "description": "Black-market grade. Built to fool a Canid Superior Scent. Application takes ten minutes; effect holds 24 hours through combat, fear, and injury. Single-use." + }, + { + "id": "healing_potion", + "name": "Healing potion", + "kind": "consumable", + "cost_fang": 50, + "weight_lb": 0.5, + "sizes": ["medium"], + "properties": ["consumable"], + "consumable_kind": "healing", + "healing": "2d4+2", + "description": "Sealed phial of bitter alchemical resin. Drink in a free action to restore 2d4+2 hit points. Hybrids absorb three quarters of the dose." + } +] diff --git a/Content/Data/loot_tables.json b/Content/Data/loot_tables.json new file mode 100644 index 0000000..a727efe --- /dev/null +++ b/Content/Data/loot_tables.json @@ -0,0 +1,120 @@ +[ + { + "id": "loot_brigand_low", + "drops": [ + { "item_id": "fang_knife", "qty_min": 1, "qty_max": 1, "chance": 0.55 }, + { "item_id": "rations_predator", "qty_min": 1, "qty_max": 2, "chance": 0.40 }, + { "item_id": "scent_mask_basic", "qty_min": 1, "qty_max": 1, "chance": 0.10 } + ] + }, + { + "id": "loot_brigand_mid", + "drops": [ + { "item_id": "rend_sword", "qty_min": 1, "qty_max": 1, "chance": 0.50 }, + { "item_id": "studded_leather", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "rations_predator", "qty_min": 2, "qty_max": 3, "chance": 0.50 }, + { "item_id": "poultice_universal", "qty_min": 1, "qty_max": 1, "chance": 0.20 } + ] + }, + { + "id": "loot_brigand_high", + "drops": [ + { "item_id": "paw_axe", "qty_min": 1, "qty_max": 1, "chance": 0.60 }, + { "item_id": "chain_shirt", "qty_min": 1, "qty_max": 1, "chance": 0.25 }, + { "item_id": "buckler", "qty_min": 1, "qty_max": 1, "chance": 0.30 }, + { "item_id": "healers_kit", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "rations_predator", "qty_min": 3, "qty_max": 5, "chance": 0.60 } + ] + }, + { + "id": "loot_wild_low", + "drops": [ + { "item_id": "rations_predator", "qty_min": 1, "qty_max": 1, "chance": 0.30 } + ] + }, + { + "id": "loot_wild_mid", + "drops": [ + { "item_id": "fang_caps_steel", "qty_min": 1, "qty_max": 1, "chance": 0.10 }, + { "item_id": "rations_predator", "qty_min": 1, "qty_max": 2, "chance": 0.40 } + ] + }, + { + "id": "loot_wild_high", + "drops": [ + { "item_id": "claw_sheaths_iron", "qty_min": 1, "qty_max": 1, "chance": 0.15 }, + { "item_id": "fang_caps_steel", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "rations_predator", "qty_min": 2, "qty_max": 4, "chance": 0.50 } + ] + }, + { + "id": "loot_poi_low", + "drops": [ + { "item_id": "fang_knife", "qty_min": 1, "qty_max": 1, "chance": 0.40 }, + { "item_id": "scent_mask_basic", "qty_min": 1, "qty_max": 1, "chance": 0.20 } + ] + }, + { + "id": "loot_poi_mid", + "drops": [ + { "item_id": "thorn_blade", "qty_min": 1, "qty_max": 1, "chance": 0.40 }, + { "item_id": "leather_harness", "qty_min": 1, "qty_max": 1, "chance": 0.30 }, + { "item_id": "poultice_universal", "qty_min": 1, "qty_max": 2, "chance": 0.30 } + ] + }, + { + "id": "loot_poi_high", + "drops": [ + { "item_id": "rend_sword", "qty_min": 1, "qty_max": 1, "chance": 0.50 }, + { "item_id": "chain_mail", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "standard_shield", "qty_min": 1, "qty_max": 1, "chance": 0.30 }, + { "item_id": "healers_kit", "qty_min": 1, "qty_max": 1, "chance": 0.40 } + ] + }, + { + "id": "loot_dungeon_imperium_t1", + "drops": [ + { "item_id": "fang_knife", "qty_min": 1, "qty_max": 2, "chance": 0.50 }, + { "item_id": "rations_predator", "qty_min": 1, "qty_max": 3, "chance": 0.40 }, + { "item_id": "scent_mask_basic", "qty_min": 1, "qty_max": 1, "chance": 0.15 }, + { "item_id": "poultice_universal", "qty_min": 1, "qty_max": 1, "chance": 0.20 } + ] + }, + { + "id": "loot_dungeon_imperium_t2", + "drops": [ + { "item_id": "rend_sword", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "chain_shirt", "qty_min": 1, "qty_max": 1, "chance": 0.15 }, + { "item_id": "scent_mask_basic", "qty_min": 1, "qty_max": 2, "chance": 0.30 }, + { "item_id": "healers_kit", "qty_min": 1, "qty_max": 1, "chance": 0.25 }, + { "item_id": "rations_predator", "qty_min": 2, "qty_max": 4, "chance": 0.50 } + ] + }, + { + "id": "loot_dungeon_imperium_t3", + "drops": [ + { "item_id": "paw_axe", "qty_min": 1, "qty_max": 1, "chance": 0.30 }, + { "item_id": "chain_mail", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "tower_shield", "qty_min": 1, "qty_max": 1, "chance": 0.15 }, + { "item_id": "healers_kit", "qty_min": 1, "qty_max": 2, "chance": 0.40 }, + { "item_id": "fang_caps_steel", "qty_min": 1, "qty_max": 1, "chance": 0.20 } + ] + }, + { + "id": "loot_dungeon_mine_t1", + "drops": [ + { "item_id": "fang_knife", "qty_min": 1, "qty_max": 1, "chance": 0.50 }, + { "item_id": "rations_predator", "qty_min": 1, "qty_max": 2, "chance": 0.40 }, + { "item_id": "rope_claw_braid", "qty_min": 1, "qty_max": 1, "chance": 0.20 } + ] + }, + { + "id": "loot_dungeon_mine_t2", + "drops": [ + { "item_id": "claw_pick", "qty_min": 1, "qty_max": 1, "chance": 0.30 }, + { "item_id": "leather_harness", "qty_min": 1, "qty_max": 1, "chance": 0.20 }, + { "item_id": "poultice_universal", "qty_min": 1, "qty_max": 2, "chance": 0.40 }, + { "item_id": "rations_predator", "qty_min": 2, "qty_max": 3, "chance": 0.50 } + ] + } +] diff --git a/Content/Data/macro_template.json b/Content/Data/macro_template.json new file mode 100644 index 0000000..bee59ad --- /dev/null +++ b/Content/Data/macro_template.json @@ -0,0 +1,173 @@ +{ + "width": 32, + "height": 32, + "default_cell": { + "biome_type": "temperate_grassland", + "clade_affinities": ["bovid", "cervid"], + "development": "agricultural", + "covenant": "moderate", + "elevation_floor": 0.0, + "elevation_ceiling": 0.48, + "moisture_floor": 0.25, + "moisture_ceiling": 0.65, + "temp_modifier": 0.0 + }, + "regions": [ + { + "comment": "─── NORTH: Tundra / Boreal Forest (rows 0–7, full width) ───", + "x": 0, "y": 0, "w": 32, "h": 5, + "biome_type": "tundra", + "clade_affinities": ["polar_ursid", "wolverine"], + "development": "wilderness", + "covenant": "nominal", + "elevation_floor": 0.08, + "elevation_ceiling": 0.58, + "moisture_floor": 0.0, + "moisture_ceiling": 0.42, + "temp_modifier": -0.18 + }, + { + "comment": "Boreal belt under tundra", + "x": 0, "y": 5, "w": 32, "h": 4, + "biome_type": "boreal", + "clade_affinities": ["polar_ursid", "wolverine", "mustelid"], + "development": "frontier", + "covenant": "weak", + "elevation_floor": 0.05, + "elevation_ceiling": 0.55, + "moisture_floor": 0.35, + "moisture_ceiling": 0.75, + "temp_modifier": -0.1 + }, + { + "comment": "─── UPPER MIDDLE: Temperate Forest (rows 9–14, left half cols 0–15) ───", + "x": 0, "y": 9, "w": 16, "h": 6, + "biome_type": "temperate_deciduous", + "clade_affinities": ["cervid", "canid", "mustelid"], + "development": "agricultural", + "covenant": "moderate", + "elevation_floor": 0.0, + "elevation_ceiling": 0.52, + "moisture_floor": 0.42, + "moisture_ceiling": 0.82, + "temp_modifier": 0.0 + }, + { + "comment": "─── UPPER MIDDLE: Northern Plains (rows 9–14, right half cols 16–31) ───", + "x": 16, "y": 9, "w": 16, "h": 6, + "biome_type": "temperate_grassland", + "clade_affinities": ["canid", "equid"], + "development": "agricultural", + "covenant": "moderate", + "elevation_floor": 0.0, + "elevation_ceiling": 0.38, + "moisture_floor": 0.22, + "moisture_ceiling": 0.58, + "temp_modifier": 0.03 + }, + { + "comment": "─── MIDDLE LEFT: Eastern Industrial Belt (rows 15–22, cols 0–9) ───", + "x": 0, "y": 15, "w": 10, "h": 8, + "biome_type": "temperate_deciduous", + "clade_affinities": ["canid", "mustelid", "bovid", "cervid"], + "development": "industrial", + "covenant": "strong", + "elevation_floor": 0.0, + "elevation_ceiling": 0.45, + "moisture_floor": 0.35, + "moisture_ceiling": 0.72, + "temp_modifier": 0.05 + }, + { + "comment": "─── MIDDLE CENTRE: Central Grasslands (rows 15–22, cols 10–21) ───", + "x": 10, "y": 15, "w": 12, "h": 8, + "biome_type": "temperate_grassland", + "clade_affinities": ["bovid", "cervid", "equid"], + "development": "agricultural", + "covenant": "moderate", + "elevation_floor": 0.0, + "elevation_ceiling": 0.4, + "moisture_floor": 0.2, + "moisture_ceiling": 0.55, + "temp_modifier": 0.05 + }, + { + "comment": "─── MIDDLE RIGHT: Western Mountains (rows 15–22, cols 22–31) ───", + "x": 22, "y": 15, "w": 10, "h": 8, + "biome_type": "mountain_alpine", + "clade_affinities": ["ursid", "caprid", "feline"], + "development": "frontier", + "covenant": "weak", + "elevation_floor": 0.62, + "elevation_ceiling": 1.0, + "moisture_floor": 0.25, + "moisture_ceiling": 0.72, + "temp_modifier": -0.1 + }, + { + "comment": "Mountain foothills transition east of mountains", + "x": 19, "y": 15, "w": 3, "h": 8, + "biome_type": "mountain_forested", + "clade_affinities": ["ursid", "cervid"], + "development": "frontier", + "covenant": "weak", + "elevation_floor": 0.42, + "elevation_ceiling": 0.72, + "moisture_floor": 0.3, + "moisture_ceiling": 0.7, + "temp_modifier": -0.05 + }, + { + "comment": "─── SOUTH LEFT: Southeastern Coast (rows 23–31, cols 0–9) ───", + "x": 0, "y": 23, "w": 10, "h": 9, + "biome_type": "coastal", + "clade_affinities": ["feline", "mustelid", "canid"], + "development": "urban", + "covenant": "strong", + "elevation_floor": 0.0, + "elevation_ceiling": 0.25, + "moisture_floor": 0.4, + "moisture_ceiling": 0.8, + "temp_modifier": 0.12 + }, + { + "comment": "─── SOUTH RIGHT: Subtropical Lowlands / The Tangles (rows 23–31, cols 10–31) ───", + "x": 10, "y": 23, "w": 22, "h": 9, + "biome_type": "subtropical_forest", + "clade_affinities": ["hybrid", "feline", "reptilian", "canid"], + "development": "frontier", + "covenant": "nominal", + "elevation_floor": 0.0, + "elevation_ceiling": 0.45, + "moisture_floor": 0.62, + "moisture_ceiling": 1.0, + "temp_modifier": 0.2 + }, + { + "comment": "Southern wetland pockets within The Tangles", + "x": 12, "y": 25, "w": 8, "h": 5, + "biome_type": "wetland", + "clade_affinities": ["hybrid", "amphibian"], + "development": "wilderness", + "covenant": "nominal", + "elevation_floor": 0.0, + "elevation_ceiling": 0.22, + "moisture_floor": 0.78, + "moisture_ceiling": 1.0, + "temp_modifier": 0.18 + }, + { + "comment": "Mountain southern extension (cols 22–31, rows 23–27)", + "x": 22, "y": 23, "w": 10, "h": 5, + "biome_type": "mountain_alpine", + "clade_affinities": ["ursid", "caprid"], + "development": "wilderness", + "covenant": "nominal", + "elevation_floor": 0.55, + "elevation_ceiling": 1.0, + "moisture_floor": 0.22, + "moisture_ceiling": 0.65, + "temp_modifier": -0.08 + } + ] +} diff --git a/Content/Data/npc_templates.json b/Content/Data/npc_templates.json new file mode 100644 index 0000000..68aab6d --- /dev/null +++ b/Content/Data/npc_templates.json @@ -0,0 +1,404 @@ +{ + "templates": [ + { + "id": "brigand_footpad", + "name": "Brigand Footpad", + "size": "medium", + "ability_scores": { "STR": 11, "DEX": 14, "CON": 12, "INT": 10, "WIS": 10, "CHA": 9 }, + "hp": 11, + "ac": 12, + "speed_ft": 30, + "attacks": [ + { "name": "Scruff-knife", "to_hit": 4, "damage": "1d4+2", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "brigand", + "default_allegiance": "hostile", + "loot_table": "loot_brigand_low", + "xp_award": 25 + }, + { + "id": "brigand_marauder", + "name": "Brigand Marauder", + "size": "medium", + "ability_scores": { "STR": 14, "DEX": 12, "CON": 13, "INT": 10, "WIS": 11, "CHA": 10 }, + "hp": 22, + "ac": 14, + "speed_ft": 30, + "attacks": [ + { "name": "Rend-sword", "to_hit": 4, "damage": "1d8+2", "damage_type": "slashing", "reach_tiles": 1 }, + { "name": "Short Bow", "to_hit": 3, "damage": "1d6+1", "damage_type": "piercing", "range_short_tiles": 16, "range_long_tiles": 64 } + ], + "behavior": "brigand", + "default_allegiance": "hostile", + "loot_table": "loot_brigand_mid", + "xp_award": 100 + }, + { + "id": "brigand_captain", + "name": "Brigand Captain", + "size": "medium", + "ability_scores": { "STR": 15, "DEX": 14, "CON": 14, "INT": 12, "WIS": 12, "CHA": 13 }, + "hp": 38, + "ac": 16, + "speed_ft": 30, + "attacks": [ + { "name": "Paw-axe", "to_hit": 5, "damage": "1d8+3", "damage_type": "slashing", "reach_tiles": 1 }, + { "name": "Claw-bow", "to_hit": 4, "damage": "1d6+2", "damage_type": "piercing", "range_short_tiles": 16, "range_long_tiles": 64 } + ], + "behavior": "brigand", + "default_allegiance": "hostile", + "loot_table": "loot_brigand_high", + "xp_award": 250 + }, + { + "id": "wolf_pup", + "name": "Wolf Pup", + "size": "small", + "ability_scores": { "STR": 8, "DEX": 13, "CON": 10, "INT": 3, "WIS": 12, "CHA": 6 }, + "hp": 5, + "ac": 12, + "speed_ft": 35, + "attacks": [ + { "name": "Bite", "to_hit": 3, "damage": "1d4+1", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "loot_wild_low", + "xp_award": 10 + }, + { + "id": "wolf", + "name": "Wolf", + "size": "medium", + "ability_scores": { "STR": 12, "DEX": 15, "CON": 12, "INT": 3, "WIS": 12, "CHA": 6 }, + "hp": 11, + "ac": 13, + "speed_ft": 40, + "attacks": [ + { "name": "Bite", "to_hit": 4, "damage": "2d4+2", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "loot_wild_mid", + "xp_award": 50 + }, + { + "id": "dire_wolf", + "name": "Dire Wolf", + "size": "large", + "ability_scores": { "STR": 17, "DEX": 15, "CON": 15, "INT": 3, "WIS": 12, "CHA": 7 }, + "hp": 37, + "ac": 14, + "speed_ft": 50, + "attacks": [ + { "name": "Bite", "to_hit": 5, "damage": "2d6+3", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "loot_wild_high", + "xp_award": 200 + }, + { + "id": "bear_brown", + "name": "Brown Bear", + "size": "large", + "ability_scores": { "STR": 19, "DEX": 10, "CON": 16, "INT": 2, "WIS": 13, "CHA": 7 }, + "hp": 50, + "ac": 11, + "speed_ft": 40, + "attacks": [ + { "name": "Bite", "to_hit": 6, "damage": "1d8+4", "damage_type": "piercing", "reach_tiles": 1 }, + { "name": "Claws", "to_hit": 6, "damage": "2d6+4", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "loot_wild_high", + "xp_award": 450 + }, + { + "id": "wolverine_wild", + "name": "Wolverine", + "size": "medium_large", + "ability_scores": { "STR": 14, "DEX": 13, "CON": 15, "INT": 3, "WIS": 12, "CHA": 6 }, + "hp": 26, + "ac": 13, + "speed_ft": 30, + "attacks": [ + { "name": "Bite", "to_hit": 4, "damage": "1d8+2", "damage_type": "piercing", "reach_tiles": 1 }, + { "name": "Claws", "to_hit": 4, "damage": "1d6+2", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "loot_wild_mid", + "xp_award": 100 + }, + { + "id": "militia_patrol", + "name": "Militia Patroller", + "size": "medium", + "ability_scores": { "STR": 12, "DEX": 12, "CON": 12, "INT": 10, "WIS": 11, "CHA": 10 }, + "hp": 13, + "ac": 14, + "speed_ft": 30, + "attacks": [ + { "name": "Antler-staff", "to_hit": 3, "damage": "1d8+1", "damage_type": "bludgeoning", "reach_tiles": 1 } + ], + "behavior": "patrol", + "default_allegiance": "neutral", + "faction": "covenant_enforcers", + "loot_table": "", + "xp_award": 0 + }, + { + "id": "merchant_traveler", + "name": "Travelling Merchant", + "size": "medium", + "ability_scores": { "STR": 9, "DEX": 11, "CON": 10, "INT": 14, "WIS": 12, "CHA": 14 }, + "hp": 6, + "ac": 10, + "speed_ft": 30, + "attacks": [ + { "name": "Fang-knife", "to_hit": 0, "damage": "1d4", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "patrol", + "default_allegiance": "friendly", + "faction": "merchant_guilds", + "loot_table": "", + "xp_award": 0 + }, + { + "id": "poi_guard_decayed", + "name": "Decayed Sentinel", + "size": "medium", + "ability_scores": { "STR": 13, "DEX": 8, "CON": 14, "INT": 3, "WIS": 6, "CHA": 5 }, + "hp": 13, + "ac": 11, + "speed_ft": 25, + "attacks": [ + { "name": "Rusted Blade", "to_hit": 3, "damage": "1d6+1", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "poi_guard", + "default_allegiance": "hostile", + "loot_table": "loot_poi_low", + "xp_award": 50 + }, + { + "id": "poi_guard_skeletal", + "name": "Skeletal Sentinel", + "size": "medium", + "ability_scores": { "STR": 14, "DEX": 12, "CON": 14, "INT": 4, "WIS": 8, "CHA": 5 }, + "hp": 22, + "ac": 13, + "speed_ft": 30, + "attacks": [ + { "name": "Bone Spear", "to_hit": 4, "damage": "1d8+2", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "poi_guard", + "default_allegiance": "hostile", + "loot_table": "loot_poi_mid", + "xp_award": 150 + }, + { + "id": "poi_guard_corrupted", + "name": "Corrupted Sentinel", + "size": "medium_large", + "ability_scores": { "STR": 16, "DEX": 13, "CON": 16, "INT": 5, "WIS": 10, "CHA": 6 }, + "hp": 38, + "ac": 15, + "speed_ft": 30, + "attacks": [ + { "name": "Rotting Maul", "to_hit": 5, "damage": "2d6+3", "damage_type": "bludgeoning", "reach_tiles": 1 } + ], + "behavior": "poi_guard", + "default_allegiance": "hostile", + "loot_table": "loot_poi_high", + "xp_award": 350 + }, + { + "id": "imperium_feral_canid", + "name": "Feral Canid (ruin)", + "size": "medium", + "ability_scores": { "STR": 13, "DEX": 14, "CON": 12, "INT": 4, "WIS": 11, "CHA": 5 }, + "hp": 16, + "ac": 13, + "speed_ft": 35, + "attacks": [ + { "name": "Bite", "to_hit": 4, "damage": "1d6+2", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "", + "xp_award": 75 + }, + { + "id": "imperium_feral_felid", + "name": "Feral Felid (ruin)", + "size": "medium", + "ability_scores": { "STR": 12, "DEX": 16, "CON": 11, "INT": 4, "WIS": 12, "CHA": 5 }, + "hp": 14, + "ac": 14, + "speed_ft": 40, + "attacks": [ + { "name": "Pounce-claws", "to_hit": 5, "damage": "1d6+3", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "", + "xp_award": 90 + }, + { + "id": "imperium_undead_thrall", + "name": "Sworn Thrall", + "size": "medium", + "ability_scores": { "STR": 14, "DEX": 10, "CON": 14, "INT": 3, "WIS": 6, "CHA": 4 }, + "hp": 22, + "ac": 13, + "speed_ft": 25, + "attacks": [ + { "name": "Imperium Spear", "to_hit": 4, "damage": "1d8+2", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "poi_guard", + "default_allegiance": "hostile", + "loot_table": "loot_dungeon_imperium_t1", + "xp_award": 150 + }, + { + "id": "imperium_undead_overseer", + "name": "The Overseer", + "size": "medium_large", + "ability_scores": { "STR": 17, "DEX": 12, "CON": 17, "INT": 9, "WIS": 12, "CHA": 8 }, + "hp": 60, + "ac": 17, + "speed_ft": 30, + "attacks": [ + { "name": "Black-Stone Halberd", "to_hit": 7, "damage": "2d10+4", "damage_type": "slashing", "reach_tiles": 2 }, + { "name": "Death's Whisper", "to_hit": 6, "damage": "2d6+2", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "poi_guard", + "default_allegiance": "hostile", + "loot_table": "loot_dungeon_imperium_t3", + "xp_award": 600 + }, + { + "id": "mine_collapsed_brigand", + "name": "Mine-Holed Brigand", + "size": "medium", + "ability_scores": { "STR": 13, "DEX": 13, "CON": 13, "INT": 9, "WIS": 9, "CHA": 8 }, + "hp": 18, + "ac": 13, + "speed_ft": 30, + "attacks": [ + { "name": "Claw-pick", "to_hit": 4, "damage": "1d6+2", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "brigand", + "default_allegiance": "hostile", + "loot_table": "loot_dungeon_mine_t1", + "xp_award": 60 + }, + { + "id": "cult_thorn_acolyte", + "name": "Thorn Acolyte", + "size": "medium", + "ability_scores": { "STR": 12, "DEX": 13, "CON": 13, "INT": 12, "WIS": 14, "CHA": 11 }, + "hp": 24, + "ac": 14, + "speed_ft": 30, + "attacks": [ + { "name": "Thorn-blade", "to_hit": 4, "damage": "1d8+1", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "brigand", + "default_allegiance": "hostile", + "faction": "thorn_council", + "loot_table": "loot_brigand_mid", + "xp_award": 175 + }, + { + "id": "cult_inheritor_initiate", + "name": "Inheritor Initiate", + "size": "medium", + "ability_scores": { "STR": 14, "DEX": 12, "CON": 14, "INT": 11, "WIS": 12, "CHA": 13 }, + "hp": 30, + "ac": 15, + "speed_ft": 30, + "attacks": [ + { "name": "Sigil-blade", "to_hit": 5, "damage": "1d8+3", "damage_type": "slashing", "reach_tiles": 1 } + ], + "behavior": "brigand", + "default_allegiance": "hostile", + "faction": "inheritors", + "loot_table": "loot_brigand_mid", + "xp_award": 225 + }, + { + "id": "cave_giant_centipede", + "name": "Giant Centipede", + "size": "small", + "ability_scores": { "STR": 8, "DEX": 16, "CON": 11, "INT": 1, "WIS": 7, "CHA": 2 }, + "hp": 9, + "ac": 13, + "speed_ft": 30, + "attacks": [ + { "name": "Venomous Bite", "to_hit": 5, "damage": "1d4+3", "damage_type": "piercing", "reach_tiles": 1 } + ], + "behavior": "wild_animal", + "default_allegiance": "hostile", + "loot_table": "", + "xp_award": 50 + }, + { + "id": "overgrown_revenant", + "name": "Settlement Revenant", + "size": "medium", + "ability_scores": { "STR": 14, "DEX": 9, "CON": 15, "INT": 4, "WIS": 7, "CHA": 5 }, + "hp": 28, + "ac": 12, + "speed_ft": 25, + "attacks": [ + { "name": "Strangling Grasp", "to_hit": 4, "damage": "1d8+2", "damage_type": "bludgeoning", "reach_tiles": 1 } + ], + "behavior": "poi_guard", + "default_allegiance": "hostile", + "loot_table": "loot_poi_mid", + "xp_award": 200 + } + ], + "spawn_kind_to_template_by_zone": { + "Brigand": ["brigand_footpad", "brigand_footpad", "brigand_marauder", "brigand_marauder", "brigand_captain"], + "WildAnimal": ["wolf_pup", "wolf", "wolf", "dire_wolf", "bear_brown"], + "Merchant": ["merchant_traveler","merchant_traveler","merchant_traveler","merchant_traveler","merchant_traveler"], + "Patrol": ["militia_patrol", "militia_patrol", "militia_patrol", "militia_patrol", "militia_patrol"], + "PoiGuard": ["poi_guard_decayed","poi_guard_skeletal","poi_guard_skeletal","poi_guard_corrupted","poi_guard_corrupted"] + }, + "spawn_kind_to_template_by_dungeon_type": { + "ImperiumRuin": { + "PoiGuard": "imperium_undead_thrall", + "WildAnimal": "imperium_feral_canid", + "Brigand": "brigand_marauder", + "Boss": "imperium_undead_overseer" + }, + "AbandonedMine": { + "PoiGuard": "mine_collapsed_brigand", + "WildAnimal": "dire_wolf", + "Brigand": "mine_collapsed_brigand", + "Boss": "brigand_captain" + }, + "CultDen": { + "PoiGuard": "cult_thorn_acolyte", + "WildAnimal": "wolf", + "Brigand": "cult_inheritor_initiate", + "Boss": "cult_inheritor_initiate" + }, + "NaturalCave": { + "PoiGuard": "dire_wolf", + "WildAnimal": "cave_giant_centipede", + "Brigand": "brigand_footpad", + "Boss": "bear_brown" + }, + "OvergrownSettlement": { + "PoiGuard": "overgrown_revenant", + "WildAnimal": "wolf", + "Brigand": "brigand_marauder", + "Boss": "overgrown_revenant" + } + } +} diff --git a/Content/Data/quests/main_act_i_001_arrival.json b/Content/Data/quests/main_act_i_001_arrival.json new file mode 100644 index 0000000..ec5fa0a --- /dev/null +++ b/Content/Data/quests/main_act_i_001_arrival.json @@ -0,0 +1,66 @@ +{ + "id": "main_act_i_001_arrival", + "title": "Arrival in Millhaven", + "description": "A letter from Magistrate Vossler asks you to settle your parents' estate. Visit the magistrate, take the case file your parents left behind, and learn what they died investigating.", + "hidden": false, + + "auto_start_when": [ + { "kind": "enter_anchor", "anchor": "millhaven" } + ], + + "entry_step": "intro", + + "steps": [ + { + "id": "intro", + "title": "Arrive in Millhaven", + "description": "Make your way to the magistrate's hall in Millhaven.", + "waypoint": "anchor:millhaven", + "trigger_conditions": [ + { "kind": "enter_anchor", "anchor": "millhaven" } + ], + "on_enter": [ + { "kind": "set_flag", "flag": "act_i_arrived_at_millhaven" } + ], + "outcomes": [ + { "next": "find_magistrate" } + ] + }, + { + "id": "find_magistrate", + "title": "Speak with Magistrate Vossler", + "description": "Magistrate Vossler holds the case file your parents left behind.", + "waypoint": "role:millhaven.magistrate", + "trigger_conditions": [ + { "kind": "flag_set", "flag": "spoke_to_millhaven_magistrate" } + ], + "outcomes": [ + { "next": "investigate" } + ] + }, + { + "id": "investigate", + "title": "Investigate Briarstead", + "description": "Read the journal. Talk to Constable Fenn or Grandmother Asha. Learn who your parents were before they died — and what they were investigating.", + "waypoint": "Briarstead — south of Millhaven, past the millpond", + "trigger_conditions": [ + { "kind": "flag_set", "flag": "act_i_briarstead_searched" } + ], + "outcomes": [ + { + "next": "complete", + "effects": [ + { "kind": "give_xp", "xp": 200 }, + { "kind": "start_quest", "quest": "main_act_i_003_following_dead" } + ] + } + ] + }, + { + "id": "complete", + "title": "What You Carry", + "description": "You have the journal, the formula, the names list, and — depending on how the climax went — the Maw's sigil. The road out of Millhaven leads east toward Thornfield, where the first name on the list lives.", + "completes_quest": true + } + ] +} diff --git a/Content/Data/quests/main_act_i_003_following_dead.json b/Content/Data/quests/main_act_i_003_following_dead.json new file mode 100644 index 0000000..e97a7a6 --- /dev/null +++ b/Content/Data/quests/main_act_i_003_following_dead.json @@ -0,0 +1,53 @@ +{ + "id": "main_act_i_003_following_dead", + "title": "Following the Dead", + "description": "A coyote-folk stranger named Fen Lacroix arrived in Millhaven the same day you did. He claims to be a merchant. The journal in your pack says otherwise — the people who killed your parents are checking their work, and Lacroix is here to confirm the job is done.", + "hidden": false, + "entry_step": "find_lacroix", + + "steps": [ + { + "id": "find_lacroix", + "title": "Confront Fen Lacroix", + "description": "Lacroix is staying at the Millhaven inn. You'll need to find him there before he reports back to whoever sent him.", + "waypoint": "role:millhaven.lacroix", + "trigger_conditions": [ + { "kind": "flag_set", "flag": "lacroix_climax_resolved" } + ], + "outcomes": [ + { "next": "complete_with_kill", "when": [ { "kind": "flag_set", "flag": "lacroix_killed" } ] }, + { "next": "complete_with_intel", "when": [ { "kind": "flag_set", "flag": "lacroix_interrogated" } ] }, + { "next": "complete_with_let_go", "when": [ { "kind": "flag_set", "flag": "lacroix_let_go" } ] }, + { "next": "complete_with_kill" } + ] + }, + { + "id": "complete_with_kill", + "title": "Lacroix is dead", + "description": "The Maw will know one of their operatives didn't come back. They will adjust. Take what you have and head east.", + "on_enter": [ + { "kind": "give_xp", "xp": 100 } + ], + "completes_quest": true + }, + { + "id": "complete_with_intel", + "title": "Lacroix talked", + "description": "He gave up a name — Sable. He gave up a sigil — the Maw's. He gave up the trail east — Thornfield, Dr. Marisol Venn. The conspiracy has shape now.", + "on_enter": [ + { "kind": "give_xp", "xp": 200 } + ], + "completes_quest": true + }, + { + "id": "complete_with_let_go", + "title": "Lacroix walked away", + "description": "He left the sigil and a warning. Whoever sent him will know you let him live. The Maw owes you nothing now, but they remember favours like a debt.", + "on_enter": [ + { "kind": "give_xp", "xp": 50 }, + { "kind": "rep_event", "event": { "kind": "Misc", "magnitude": 8, "faction": "maw", "note": "let an operative walk" } } + ], + "completes_quest": true + } + ] +} diff --git a/Content/Data/quests/side_act_i_fence_lines.json b/Content/Data/quests/side_act_i_fence_lines.json new file mode 100644 index 0000000..fe1981a --- /dev/null +++ b/Content/Data/quests/side_act_i_fence_lines.json @@ -0,0 +1,33 @@ +{ + "id": "side_act_i_fence_lines", + "title": "Fence Lines", + "description": "Constable Fenn asked you to mediate a property dispute between Mira (Cervid farmer) and Voss (Canid rancher). Their fence has been a flashpoint for thirty years; this summer it became a war.", + "hidden": false, + "entry_step": "mediate", + + "steps": [ + { + "id": "mediate", + "title": "Walk the disputed fence", + "description": "Find Mira on the second left out of the south gate; find Voss along the eastern ridge. Pick an honest outcome — Constable Fenn will back any compromise that holds.", + "waypoint": "south gate, then second left", + "trigger_conditions": [ + { "kind": "flag_set", "flag": "fence_lines_resolved" } + ], + "outcomes": [ + { "next": "complete", + "effects": [ + { "kind": "give_xp", "xp": 80 }, + { "kind": "rep_event", "event": { "kind": "Quest", "magnitude": 6, "faction": "covenant_enforcers", "note": "mediated the south-fence dispute" } } + ] + } + ] + }, + { + "id": "complete", + "title": "Fence Lines Mediated", + "description": "The fence holds for now. Two families who weren't speaking are. Constable Fenn nods at you when you pass.", + "completes_quest": true + } + ] +} diff --git a/Content/Data/quests/side_act_i_old_howl.json b/Content/Data/quests/side_act_i_old_howl.json new file mode 100644 index 0000000..82cfb89 --- /dev/null +++ b/Content/Data/quests/side_act_i_old_howl.json @@ -0,0 +1,45 @@ +{ + "id": "side_act_i_old_howl", + "title": "Old Howl", + "description": "Grandmother Asha asked you to retrieve her father's Howl-stone from the collapsed mine south of Millhaven. The mine has been camped recently — go armed.", + "hidden": false, + "entry_step": "find_stone", + + "steps": [ + { + "id": "find_stone", + "title": "Search the Old Howl mine", + "description": "Travel south past the millpond and take the right fork at the old fence. The brigands camping at the entrance won't let you pass without a fight; the back chamber holds Asha's heirloom.", + "waypoint": "Old Howl mine — right fork at the old fence", + "on_enter": [ + { "kind": "give_item", "id": "howl_stone", "qty": 1 } + ], + "outcomes": [ + { "next": "return" } + ] + }, + { + "id": "return", + "title": "Return the Howl-stone to Asha", + "description": "Bring the Howl-stone back to Grandmother Asha in Millhaven.", + "waypoint": "role:millhaven.grandmother_asha", + "trigger_conditions": [ + { "kind": "flag_set", "flag": "asha_received_howl_stone" } + ], + "outcomes": [ + { + "next": "complete", + "effects": [ + { "kind": "give_xp", "xp": 100 } + ] + } + ] + }, + { + "id": "complete", + "title": "Old Howl Returned", + "description": "Asha has her father's stone back. She'll speak openly about Sable Vasik now — that name will matter later.", + "completes_quest": true + } + ] +} diff --git a/Content/Data/resident_templates.json b/Content/Data/resident_templates.json new file mode 100644 index 0000000..0b99cac --- /dev/null +++ b/Content/Data/resident_templates.json @@ -0,0 +1,285 @@ +[ + { + "id": "generic_innkeeper", + "role_tag": "innkeeper", + "named": false, + "name": "Innkeeper", + "clade": "leporidae", + "species": "rabbit", + "bias_profile": "URBAN_PROGRESSIVE", + "dialogue": "generic_innkeeper", + "hp": 10, + "ac": 10, + "ability_scores": { "STR": 10, "DEX": 10, "CON": 12, "INT": 11, "WIS": 12, "CHA": 13 } + }, + { + "id": "generic_shopkeeper", + "role_tag": "shopkeeper", + "named": false, + "name": "Shopkeeper", + "clade": "mustelidae", + "species": "ferret", + "bias_profile": "MERCHANT_NEUTRAL", + "faction": "merchant_guilds", + "dialogue": "generic_merchant", + "hp": 9, + "ac": 10 + }, + { + "id": "generic_smith", + "role_tag": "smith", + "named": false, + "name": "Blacksmith", + "clade": "ursidae", + "species": "brown_bear", + "bias_profile": "MUSTELID_PRAGMATIST", + "dialogue": "generic_merchant", + "hp": 14, + "ac": 11 + }, + { + "id": "generic_alchemist", + "role_tag": "alchemist", + "named": false, + "name": "Alchemist", + "clade": "felidae", + "species": "housecat", + "bias_profile": "URBAN_PROGRESSIVE", + "dialogue": "generic_merchant", + "hp": 8, + "ac": 10 + }, + { + "id": "generic_constable", + "role_tag": "constable", + "named": false, + "name": "Constable", + "clade": "canidae", + "species": "wolf", + "bias_profile": "COVENANT_FAITHFUL", + "faction": "covenant_enforcers", + "default_allegiance": "neutral", + "dialogue": "generic_guard", + "hp": 16, + "ac": 13 + }, + { + "id": "generic_magistrate", + "role_tag": "magistrate", + "named": false, + "name": "Magistrate", + "clade": "cervidae", + "species": "elk", + "bias_profile": "COVENANT_FAITHFUL", + "faction": "covenant_enforcers", + "dialogue": "generic_villager", + "hp": 12, + "ac": 11 + }, + { + "id": "generic_resident", + "role_tag": "resident", + "named": false, + "name": "Townsfolk", + "bias_profile": "URBAN_PROGRESSIVE", + "dialogue": "generic_villager", + "hp": 8, + "ac": 10 + }, + { + "id": "generic_barfly", + "role_tag": "barfly", + "named": false, + "name": "Patron", + "bias_profile": "FRONTIER_NIHILIST", + "dialogue": "generic_villager", + "hp": 8, + "ac": 10 + }, + { + "id": "generic_guard", + "role_tag": "guard", + "named": false, + "name": "Guard", + "clade": "ursidae", + "species": "brown_bear", + "bias_profile": "COVENANT_FAITHFUL", + "faction": "covenant_enforcers", + "default_allegiance": "neutral", + "dialogue": "generic_guard", + "hp": 18, + "ac": 14 + }, + { + "id": "generic_farmer", + "role_tag": "farmer", + "named": false, + "name": "Farmer", + "clade": "bovidae", + "species": "bull", + "bias_profile": "BOVID_HERD_LOYALIST", + "dialogue": "generic_villager", + "hp": 12, + "ac": 10 + }, + + { + "id": "millhaven_magistrate", + "role_tag": "millhaven.magistrate", + "named": true, + "name": "Magistrate Vossler", + "clade": "cervidae", + "species": "elk", + "bias_profile": "COVENANT_FAITHFUL", + "faction": "covenant_enforcers", + "dialogue": "millhaven_magistrate", + "hp": 14, + "ac": 11, + "ability_scores": { "STR": 11, "DEX": 10, "CON": 12, "INT": 14, "WIS": 14, "CHA": 13 } + }, + { + "id": "millhaven_constable_fenn", + "role_tag": "millhaven.constable_fenn", + "named": true, + "name": "Constable Aldous Fenn", + "clade": "canidae", + "species": "coyote", + "bias_profile": "COVENANT_FAITHFUL", + "faction": "covenant_enforcers", + "default_allegiance": "neutral", + "dialogue": "millhaven_constable", + "hp": 18, + "ac": 13, + "ability_scores": { "STR": 13, "DEX": 13, "CON": 13, "INT": 11, "WIS": 13, "CHA": 11 } + }, + { + "id": "millhaven_innkeeper", + "role_tag": "millhaven.innkeeper", + "named": true, + "name": "Mara Threadwell", + "clade": "leporidae", + "species": "rabbit", + "bias_profile": "URBAN_PROGRESSIVE", + "dialogue": "millhaven_innkeeper", + "hp": 11, + "ac": 10, + "ability_scores": { "STR": 9, "DEX": 11, "CON": 13, "INT": 12, "WIS": 14, "CHA": 14 } + }, + { + "id": "millhaven_general_store", + "role_tag": "millhaven.general_store_keeper", + "named": true, + "name": "Tovis Quill", + "clade": "mustelidae", + "species": "ferret", + "bias_profile": "MERCHANT_NEUTRAL", + "faction": "merchant_guilds", + "dialogue": "millhaven_general_store", + "hp": 9, + "ac": 10 + }, + { + "id": "millhaven_smith", + "role_tag": "millhaven.smith", + "named": true, + "name": "Garrik Ironpaw", + "clade": "ursidae", + "species": "brown_bear", + "bias_profile": "MUSTELID_PRAGMATIST", + "dialogue": "millhaven_smith", + "hp": 16, + "ac": 11 + }, + { + "id": "millhaven_alchemist", + "role_tag": "millhaven.alchemist", + "named": true, + "name": "Sela Whiskerbloom", + "clade": "felidae", + "species": "housecat", + "bias_profile": "URBAN_PROGRESSIVE", + "dialogue": "millhaven_alchemist", + "hp": 8, + "ac": 10 + }, + { + "id": "millhaven_grandmother_asha", + "role_tag": "millhaven.grandmother_asha", + "named": true, + "name": "Grandmother Asha", + "clade": "canidae", + "species": "wolf", + "bias_profile": "CANID_TRADITIONALIST", + "dialogue": "millhaven_grandmother_asha", + "hp": 9, + "ac": 9, + "ability_scores": { "STR": 8, "DEX": 9, "CON": 10, "INT": 14, "WIS": 16, "CHA": 13 } + }, + { + "id": "millhaven_lacroix", + "role_tag": "millhaven.lacroix", + "named": true, + "name": "Fen Lacroix", + "clade": "canidae", + "species": "coyote", + "bias_profile": "FRONTIER_NIHILIST", + "faction": "maw", + "default_allegiance": "neutral", + "dialogue": "millhaven_lacroix", + "hp": 16, + "ac": 13, + "ability_scores": { "STR": 12, "DEX": 14, "CON": 12, "INT": 12, "WIS": 11, "CHA": 13 } + }, + + { + "id": "thornfield_magistrate", + "role_tag": "thornfield.magistrate", + "named": true, + "name": "Lord Inspector Halberd", + "clade": "cervidae", + "species": "moose", + "bias_profile": "COVENANT_FAITHFUL", + "faction": "covenant_enforcers", + "dialogue": "thornfield_magistrate", + "hp": 16, + "ac": 12 + }, + { + "id": "thornfield_innkeeper", + "role_tag": "thornfield.innkeeper", + "named": true, + "name": "Renna Stoutpaw", + "clade": "ursidae", + "species": "brown_bear", + "bias_profile": "MERCHANT_NEUTRAL", + "dialogue": "thornfield_innkeeper", + "hp": 12, + "ac": 10 + }, + { + "id": "thornfield_dr_venn", + "role_tag": "thornfield.dr_venn", + "named": true, + "name": "Dr. Marisol Venn", + "clade": "felidae", + "species": "leopard", + "bias_profile": "URBAN_PROGRESSIVE", + "dialogue": "thornfield_dr_venn", + "hp": 10, + "ac": 11, + "ability_scores": { "STR": 10, "DEX": 13, "CON": 12, "INT": 17, "WIS": 15, "CHA": 12 } + }, + { + "id": "thornfield_general_store", + "role_tag": "thornfield.general_store_keeper", + "named": true, + "name": "Pell Marrowbright", + "clade": "leporidae", + "species": "hare", + "bias_profile": "MERCHANT_NEUTRAL", + "faction": "merchant_guilds", + "dialogue": "thornfield_general_store", + "hp": 9, + "ac": 10 + } +] diff --git a/Content/Data/room_templates/cave/natural_chamber.json b/Content/Data/room_templates/cave/natural_chamber.json new file mode 100644 index 0000000..9fc530b --- /dev/null +++ b/Content/Data/room_templates/cave/natural_chamber.json @@ -0,0 +1,28 @@ +{ + "id": "cave.natural_chamber", + "name": "Natural Chamber", + "type": "cave", + "built_by": "none", + "size_class": "medium", + "roles_eligible": ["entry", "transit"], + "footprint_w_tiles": 10, + "footprint_h_tiles": 8, + "grid": [ + "##########", + "#........#", + "#..S.....#", + "D....@...D", + "#........#", + "#........#", + "#........#", + "##########" + ], + "doors": [ + { "x": 0, "y": 3, "facing": "W" }, + { "x": 9, "y": 3, "facing": "E" } + ], + "encounter_slots": [ + { "x": 5, "y": 3, "kind": "WildAnimal", "weight": 1.0 } + ], + "weight": 1.0 +} diff --git a/Content/Data/room_templates/cave/wild_den.json b/Content/Data/room_templates/cave/wild_den.json new file mode 100644 index 0000000..6a114ac --- /dev/null +++ b/Content/Data/room_templates/cave/wild_den.json @@ -0,0 +1,31 @@ +{ + "id": "cave.wild_den", + "name": "Wild Den", + "type": "cave", + "built_by": "mustelid", + "size_class": "small", + "roles_eligible": ["dead-end", "boss"], + "footprint_w_tiles": 8, + "footprint_h_tiles": 6, + "grid": [ + "########", + "#......#", + "D...@..#", + "#..@C@.#", + "#......#", + "########" + ], + "doors": [ + { "x": 0, "y": 2, "facing": "W" } + ], + "encounter_slots": [ + { "x": 4, "y": 2, "kind": "WildAnimal", "weight": 1.0 }, + { "x": 3, "y": 3, "kind": "WildAnimal", "weight": 1.0 }, + { "x": 5, "y": 3, "kind": "WildAnimal", "weight": 1.0 } + ], + "container_slots": [ + { "x": 4, "y": 3, "loot_table_band": "t1" } + ], + "narrative_text": "Bones, scraps of leather, and the lingering musk of carnivore. Recent kills. They sleep nearby.", + "weight": 1.0 +} diff --git a/Content/Data/room_templates/imperium/boss_throne_room.json b/Content/Data/room_templates/imperium/boss_throne_room.json new file mode 100644 index 0000000..ad74f2d --- /dev/null +++ b/Content/Data/room_templates/imperium/boss_throne_room.json @@ -0,0 +1,41 @@ +{ + "id": "imperium.boss_throne_room", + "name": "Throne Room", + "type": "imperium", + "built_by": "imperium", + "size_class": "large", + "roles_eligible": ["boss"], + "footprint_w_tiles": 14, + "footprint_h_tiles": 10, + "grid": [ + "##############", + "#............#", + "#.P........P.#", + "#............#", + "D....@..@....#", + "#......@.....#", + "#............#", + "#.P...C....P.#", + "#............#", + "##############" + ], + "doors": [ + { "x": 0, "y": 4, "facing": "W" } + ], + "encounter_slots": [ + { "x": 5, "y": 4, "kind": "PoiGuard", "weight": 1.0 }, + { "x": 8, "y": 4, "kind": "PoiGuard", "weight": 1.0 }, + { "x": 7, "y": 5, "kind": "Boss", "weight": 1.0 } + ], + "container_slots": [ + { "x": 6, "y": 7, "loot_table_band": "t3" } + ], + "decos": [ + { "x": 2, "y": 2, "deco": "pillar" }, + { "x": 11, "y": 2, "deco": "pillar" }, + { "x": 2, "y": 7, "deco": "pillar" }, + { "x": 11, "y": 7, "deco": "pillar" } + ], + "narrative_text": "A throne of black stone sits at the chamber's far end. The figure slumped in it has not been alive for a very long time, and yet — something behind its hollow eyes still tracks you.", + "weight": 1.0 +} diff --git a/Content/Data/room_templates/imperium/coliseum_corridor_short.json b/Content/Data/room_templates/imperium/coliseum_corridor_short.json new file mode 100644 index 0000000..a630e1d --- /dev/null +++ b/Content/Data/room_templates/imperium/coliseum_corridor_short.json @@ -0,0 +1,27 @@ +{ + "id": "imperium.coliseum_corridor_short", + "name": "Coliseum Corridor (Short)", + "type": "imperium", + "built_by": "imperium", + "size_class": "small", + "roles_eligible": ["transit"], + "footprint_w_tiles": 12, + "footprint_h_tiles": 6, + "grid": [ + "############", + "D..........D", + "#....@.....#", + "#.....@....#", + "#..........#", + "############" + ], + "doors": [ + { "x": 0, "y": 1, "facing": "W" }, + { "x": 11, "y": 1, "facing": "E" } + ], + "encounter_slots": [ + { "x": 5, "y": 2, "kind": "PoiGuard", "weight": 1.0 }, + { "x": 6, "y": 3, "kind": "PoiGuard", "weight": 1.0 } + ], + "weight": 1.0 +} diff --git a/Content/Data/room_templates/imperium/entry_grand_hall.json b/Content/Data/room_templates/imperium/entry_grand_hall.json new file mode 100644 index 0000000..a98807e --- /dev/null +++ b/Content/Data/room_templates/imperium/entry_grand_hall.json @@ -0,0 +1,32 @@ +{ + "id": "imperium.entry_grand_hall", + "name": "Grand Hall", + "type": "imperium", + "built_by": "imperium", + "size_class": "medium", + "roles_eligible": ["entry"], + "footprint_w_tiles": 12, + "footprint_h_tiles": 8, + "grid": [ + "############", + "#..........#", + "#.P......P.#", + "#..........D", + "#....S.....#", + "#..........D", + "#.P......P.#", + "############" + ], + "doors": [ + { "x": 11, "y": 3, "facing": "E" }, + { "x": 11, "y": 5, "facing": "E" } + ], + "decos": [ + { "x": 2, "y": 2, "deco": "pillar" }, + { "x": 9, "y": 2, "deco": "pillar" }, + { "x": 2, "y": 6, "deco": "pillar" }, + { "x": 9, "y": 6, "deco": "pillar" } + ], + "narrative_text": "Four broken pillars frame a worn floor. The Imperium emblem inlaid in the centre has been chipped down to bare stone — defaced more than weathered.", + "weight": 1.0 +} diff --git a/Content/Data/room_templates/imperium/pillar_room_cardinal.json b/Content/Data/room_templates/imperium/pillar_room_cardinal.json new file mode 100644 index 0000000..7f2ab4c --- /dev/null +++ b/Content/Data/room_templates/imperium/pillar_room_cardinal.json @@ -0,0 +1,34 @@ +{ + "id": "imperium.pillar_room_cardinal", + "name": "Pillared Antechamber", + "type": "imperium", + "built_by": "imperium", + "size_class": "medium", + "roles_eligible": ["transit", "loot"], + "footprint_w_tiles": 10, + "footprint_h_tiles": 8, + "grid": [ + "##########", + "#........#", + "#.P....P.#", + "D........D", + "#...C....#", + "#.P....P.#", + "#........#", + "##########" + ], + "doors": [ + { "x": 0, "y": 3, "facing": "W" }, + { "x": 9, "y": 3, "facing": "E" } + ], + "container_slots": [ + { "x": 4, "y": 4, "loot_table_band": "t2" } + ], + "decos": [ + { "x": 2, "y": 2, "deco": "pillar" }, + { "x": 7, "y": 2, "deco": "pillar" }, + { "x": 2, "y": 5, "deco": "pillar" }, + { "x": 7, "y": 5, "deco": "pillar" } + ], + "weight": 1.0 +} diff --git a/Content/Data/room_templates/imperium/sarcophagus_chamber.json b/Content/Data/room_templates/imperium/sarcophagus_chamber.json new file mode 100644 index 0000000..8e270a1 --- /dev/null +++ b/Content/Data/room_templates/imperium/sarcophagus_chamber.json @@ -0,0 +1,32 @@ +{ + "id": "imperium.sarcophagus_chamber", + "name": "Sarcophagus Chamber", + "type": "imperium", + "built_by": "imperium", + "size_class": "medium", + "roles_eligible": ["transit", "loot"], + "footprint_w_tiles": 10, + "footprint_h_tiles": 8, + "grid": [ + "##########", + "#........#", + "#..@..@..#", + "D........#", + "#...C....#", + "#........#", + "#........#", + "##########" + ], + "doors": [ + { "x": 0, "y": 3, "facing": "W" } + ], + "encounter_slots": [ + { "x": 3, "y": 2, "kind": "PoiGuard", "weight": 1.0 }, + { "x": 6, "y": 2, "kind": "PoiGuard", "weight": 1.0 } + ], + "container_slots": [ + { "x": 4, "y": 4, "loot_table_band": "t2", "locked": true, "lock": "medium" } + ], + "narrative_text": "Two stone sarcophagi flank a third, larger one in the center. The lid of the central tomb has been pried open from within.", + "weight": 1.0 +} diff --git a/Content/Data/room_templates/mine/entry_shaft.json b/Content/Data/room_templates/mine/entry_shaft.json new file mode 100644 index 0000000..feb326c --- /dev/null +++ b/Content/Data/room_templates/mine/entry_shaft.json @@ -0,0 +1,27 @@ +{ + "id": "mine.entry_shaft", + "name": "Mine Entry Shaft", + "type": "mine", + "built_by": "none", + "size_class": "small", + "roles_eligible": ["entry"], + "footprint_w_tiles": 8, + "footprint_h_tiles": 8, + "grid": [ + "########", + "#......#", + "#......#", + "#..S..@D", + "#......#", + "#......#", + "#......#", + "########" + ], + "doors": [ + { "x": 7, "y": 3, "facing": "E" } + ], + "encounter_slots": [ + { "x": 6, "y": 3, "kind": "Brigand", "weight": 1.0 } + ], + "weight": 1.0 +} diff --git a/Content/Data/room_templates/mine/mineral_vein_room.json b/Content/Data/room_templates/mine/mineral_vein_room.json new file mode 100644 index 0000000..9f4d927 --- /dev/null +++ b/Content/Data/room_templates/mine/mineral_vein_room.json @@ -0,0 +1,28 @@ +{ + "id": "mine.mineral_vein_room", + "name": "Mineral Vein Chamber", + "type": "mine", + "built_by": "none", + "size_class": "medium", + "roles_eligible": ["transit", "loot", "dead-end"], + "footprint_w_tiles": 10, + "footprint_h_tiles": 8, + "grid": [ + "##########", + "#........#", + "#........#", + "D...C....#", + "#........#", + "#........#", + "#........#", + "##########" + ], + "doors": [ + { "x": 0, "y": 3, "facing": "W" } + ], + "container_slots": [ + { "x": 4, "y": 3, "loot_table_band": "t1" } + ], + "narrative_text": "A dark seam in the rock catches the lantern-light: copper, maybe silver beneath. The miners who broke this open never came back to finish the job.", + "weight": 1.0 +} diff --git a/Content/Data/room_templates/mine/tunnel_T.json b/Content/Data/room_templates/mine/tunnel_T.json new file mode 100644 index 0000000..80243a9 --- /dev/null +++ b/Content/Data/room_templates/mine/tunnel_T.json @@ -0,0 +1,28 @@ +{ + "id": "mine.tunnel_T", + "name": "Tunnel T-Junction", + "type": "mine", + "built_by": "none", + "size_class": "small", + "roles_eligible": ["transit"], + "footprint_w_tiles": 10, + "footprint_h_tiles": 6, + "grid": [ + "##########", + "#........#", + "D........D", + "#...@@...#", + "#........D", + "##########" + ], + "doors": [ + { "x": 0, "y": 2, "facing": "W" }, + { "x": 9, "y": 2, "facing": "E" }, + { "x": 9, "y": 4, "facing": "E" } + ], + "encounter_slots": [ + { "x": 4, "y": 3, "kind": "Brigand", "weight": 1.0 }, + { "x": 5, "y": 3, "kind": "Brigand", "weight": 1.0 } + ], + "weight": 1.0 +} diff --git a/Content/Data/settlement_layouts/millhaven.json b/Content/Data/settlement_layouts/millhaven.json new file mode 100644 index 0000000..26f3a8f --- /dev/null +++ b/Content/Data/settlement_layouts/millhaven.json @@ -0,0 +1,71 @@ +{ + "id": "millhaven", + "kind": "preset", + "anchor": "Millhaven", + "buildings": [ + { + "template": "magistrate", + "offset": [-12, -12], + "role_overrides": { + "magistrate": "millhaven.magistrate", + "constable": "millhaven.constable_fenn" + } + }, + { + "template": "inn_medium", + "offset": [-2, 0], + "role_overrides": { + "innkeeper": "millhaven.innkeeper", + "barfly": "millhaven.lacroix" + } + }, + { + "template": "shop_general", + "offset": [10, -2], + "role_overrides": { + "shopkeeper": "millhaven.general_store_keeper" + } + }, + { + "template": "shop_smithy", + "offset": [12, 8], + "role_overrides": { + "smith": "millhaven.smith" + } + }, + { + "template": "shop_alchemist", + "offset": [-12, 6], + "role_overrides": { + "alchemist": "millhaven.alchemist" + } + }, + { + "template": "house_medium", + "offset": [-2, 12], + "role_overrides": { + "resident": "millhaven.grandmother_asha" + } + }, + { + "template": "house_medium", + "offset": [6, 12] + }, + { + "template": "house_small", + "offset": [-12, -2] + }, + { + "template": "house_small", + "offset": [-6, 8] + }, + { + "template": "granary", + "offset": [12, -10] + }, + { + "template": "well", + "offset": [3, -3] + } + ] +} diff --git a/Content/Data/settlement_layouts/procedural_tier1.json b/Content/Data/settlement_layouts/procedural_tier1.json new file mode 100644 index 0000000..f17b036 --- /dev/null +++ b/Content/Data/settlement_layouts/procedural_tier1.json @@ -0,0 +1,14 @@ +{ + "id": "procedural_tier1", + "kind": "procedural", + "tier": 1, + "category_weights": { + "inn": 0.10, + "shop": 0.30, + "house": 0.40, + "civic": 0.10, + "infrastructure": 0.10 + }, + "target_building_count": 14, + "plaza_radius_tiles": 24 +} diff --git a/Content/Data/settlement_layouts/procedural_tier2.json b/Content/Data/settlement_layouts/procedural_tier2.json new file mode 100644 index 0000000..0f4b8d5 --- /dev/null +++ b/Content/Data/settlement_layouts/procedural_tier2.json @@ -0,0 +1,14 @@ +{ + "id": "procedural_tier2", + "kind": "procedural", + "tier": 2, + "category_weights": { + "inn": 0.10, + "shop": 0.30, + "house": 0.45, + "civic": 0.05, + "infrastructure": 0.10 + }, + "target_building_count": 12, + "plaza_radius_tiles": 22 +} diff --git a/Content/Data/settlement_layouts/procedural_tier3.json b/Content/Data/settlement_layouts/procedural_tier3.json new file mode 100644 index 0000000..00690b0 --- /dev/null +++ b/Content/Data/settlement_layouts/procedural_tier3.json @@ -0,0 +1,13 @@ +{ + "id": "procedural_tier3", + "kind": "procedural", + "tier": 3, + "category_weights": { + "inn": 0.12, + "shop": 0.30, + "house": 0.50, + "infrastructure": 0.08 + }, + "target_building_count": 8, + "plaza_radius_tiles": 16 +} diff --git a/Content/Data/settlement_layouts/procedural_tier4.json b/Content/Data/settlement_layouts/procedural_tier4.json new file mode 100644 index 0000000..dfc41af --- /dev/null +++ b/Content/Data/settlement_layouts/procedural_tier4.json @@ -0,0 +1,13 @@ +{ + "id": "procedural_tier4", + "kind": "procedural", + "tier": 4, + "category_weights": { + "inn": 0.15, + "shop": 0.20, + "house": 0.55, + "infrastructure": 0.10 + }, + "target_building_count": 5, + "plaza_radius_tiles": 12 +} diff --git a/Content/Data/settlement_layouts/procedural_tier5.json b/Content/Data/settlement_layouts/procedural_tier5.json new file mode 100644 index 0000000..3489d6b --- /dev/null +++ b/Content/Data/settlement_layouts/procedural_tier5.json @@ -0,0 +1,11 @@ +{ + "id": "procedural_tier5", + "kind": "procedural", + "tier": 5, + "category_weights": { + "house": 0.70, + "infrastructure": 0.30 + }, + "target_building_count": 3, + "plaza_radius_tiles": 8 +} diff --git a/Content/Data/settlement_layouts/thornfield.json b/Content/Data/settlement_layouts/thornfield.json new file mode 100644 index 0000000..5aa6f59 --- /dev/null +++ b/Content/Data/settlement_layouts/thornfield.json @@ -0,0 +1,55 @@ +{ + "id": "thornfield", + "kind": "preset", + "anchor": "Thornfield", + "buildings": [ + { + "template": "magistrate", + "offset": [-15, -15], + "role_overrides": { + "magistrate": "thornfield.magistrate" + } + }, + { + "template": "inn_medium", + "offset": [4, -10], + "role_overrides": { + "innkeeper": "thornfield.innkeeper" + } + }, + { + "template": "shop_alchemist", + "offset": [-12, 4], + "role_overrides": { + "alchemist": "thornfield.dr_venn" + } + }, + { + "template": "shop_general", + "offset": [10, 6], + "role_overrides": { + "shopkeeper": "thornfield.general_store_keeper" + } + }, + { + "template": "shop_smithy", + "offset": [-3, 14] + }, + { + "template": "house_medium", + "offset": [12, -2] + }, + { + "template": "house_medium", + "offset": [-15, 14] + }, + { + "template": "house_medium", + "offset": [4, 6] + }, + { + "template": "house_small", + "offset": [14, 14] + } + ] +} diff --git a/Content/Data/species.json b/Content/Data/species.json new file mode 100644 index 0000000..167d3cb --- /dev/null +++ b/Content/Data/species.json @@ -0,0 +1,302 @@ +[ + { + "id": "wolf", + "clade_id": "canidae", + "name": "Wolf-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "jaws_of_the_alpha", "name": "Jaws of the Alpha", "description": "Unarmed bite deals 1d8 + STR piercing (1d10 at level 5, 1d12 at level 11). On crit, target makes a STR save (DC = 8 + prof + STR) or is grappled." }, + { "id": "tireless_pursuit", "name": "Tireless Pursuit", "description": "Forced march for additional CON-mod hours before exhaustion. Advantage on CON checks vs. exhaustion from prolonged activity." }, + { "id": "howl", "name": "Howl", "description": "Action: territorial howl audible to 1 mile. Allied Canidae who hear gain advantage on next attack roll or save within 1 minute. Once per long rest." } + ], + "detriments": [ + { "id": "dominance_reflex", "name": "Dominance Reflex", "description": "When publicly challenged, WIS save (DC 12) or compelled to respond with aggression or dominance display." }, + { "id": "heavy_frame", "name": "Heavy Frame", "description": "Disadvantage on DEX (Stealth) checks in enclosed or quiet environments." } + ] + }, + { + "id": "fox", + "clade_id": "canidae", + "name": "Fox-Folk", + "size": "medium", + "ability_mods": { "DEX": 1 }, + "base_speed_ft": 35, + "traits": [ + { "id": "vulpine_agility", "name": "Vulpine Agility", "description": "Base speed 35 ft. Move through the space of any creature one size larger without penalty." }, + { "id": "clever_paws", "name": "Clever Paws", "description": "Proficiency with Thieves' Tools and one additional tool of choice." }, + { "id": "tricksters_mask", "name": "Trickster's Mask", "description": "Advantage on CHA (Deception) checks. Once per long rest, suppress natural scent for 1 hour, imposing disadvantage on tracking and identification by smell." } + ], + "detriments": [ + { "id": "fragile_frame", "name": "Fragile Frame", "description": "Hit point maximum reduced by 1 per level (minimum 1 HP per level)." }, + { "id": "canid_prejudice", "name": "Canid Prejudice", "description": "Disadvantage on CHA (Persuasion) against wolf-folk until competence has been demonstrated to that individual." } + ] + }, + { + "id": "coyote", + "clade_id": "canidae", + "name": "Coyote-Folk", + "size": "medium", + "ability_mods": { "CHA": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "urban_adaptation", "name": "Urban Adaptation", "description": "Proficiency in Survival in urban environments. Find food, water, and shelter in any settlement within 1 hour. Advantage on checks to navigate sewers, rooftops, and alleys." }, + { "id": "scavengers_stomach", "name": "Scavenger's Stomach", "description": "Advantage on CON saves vs. ingested poisons and disease from spoiled food. Subsist on half the normal food and water requirements." }, + { "id": "opportunist", "name": "Opportunist", "description": "Reaction: when a creature within 5 ft. is hit by an ally's attack, make a single melee attack against that creature. Uses equal to proficiency bonus per long rest." } + ], + "detriments": [ + { "id": "distrusted", "name": "Distrusted", "description": "Disadvantage on CHA checks to establish trust with strangers from established institutions (merchants' guilds, noble houses, military)." }, + { "id": "restless_blood", "name": "Restless Blood", "description": "Disadvantage on checks or saves involving long-duration waiting, stakeouts, or monotonous tasks." } + ] + }, + { + "id": "lion", + "clade_id": "felidae", + "name": "Lion-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "commanding_presence", "name": "Commanding Presence", "description": "Proficiency in Intimidation (expertise if already proficient). When intimidating, may roar — creatures within 15 ft. who hear it make a WIS save (DC = 8 + prof + CHA) or are frightened until end of next turn. Once per short rest." }, + { "id": "pride_fighter", "name": "Pride Fighter", "description": "Lion-folk can both grant and benefit from flanking. When you and an ally are adjacent to the same enemy, both gain +2 to attack rolls against that enemy." }, + { "id": "mane_guard", "name": "Mane Guard", "description": "+1 AC against attacks targeting the neck or throat." } + ], + "detriments": [ + { "id": "territorial_ego", "name": "Territorial Ego", "description": "Disadvantage on CHA (Persuasion) when negotiating shared resources, territory, or leadership positions." }, + { "id": "heat_lethargy", "name": "Heat Lethargy", "description": "In temperatures above 90°F, CON save (DC 10) every hour of strenuous activity or gain a level of exhaustion." } + ] + }, + { + "id": "leopard", + "clade_id": "felidae", + "name": "Leopard-Folk", + "size": "medium", + "ability_mods": { "DEX": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "ambush_predator", "name": "Ambush Predator", "description": "Attacking a creature that hasn't acted yet in combat or is unaware deals +1d6 damage on the first hit (+2d6 at level 9)." }, + { "id": "arboreal_hunter", "name": "Arboreal Hunter", "description": "Climb speed equal to walking speed. Advantage on Athletics checks to climb. Move at full speed while climbing without penalty." }, + { "id": "shadow_pelt", "name": "Shadow Pelt", "description": "Advantage on Stealth checks in dim light or darkness." } + ], + "detriments": [ + { "id": "lone_operator", "name": "Lone Operator", "description": "Disadvantage on group skill checks (coordinated efforts, team athletics, group stealth)." }, + { "id": "trigger_reflexes", "name": "Trigger Reflexes", "description": "When surprised by sudden movement within 5 ft., WIS save (DC 10) or reflexively lash out with a claw attack against the triggering creature." } + ] + }, + { + "id": "housecat", + "clade_id": "felidae", + "name": "Housecat-Folk", + "size": "small", + "ability_mods": { "INT": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "unassuming", "name": "Unassuming", "description": "Advantage on Stealth in social settings (crowds, parties, meetings). Advantage on the first Deception check in any social encounter with a new creature." }, + { "id": "tight_spaces", "name": "Tight Spaces", "description": "Squeeze through openings sized for Tiny creatures without penalty. Advantage on checks to escape grapples and restraints." }, + { "id": "nine_lives", "name": "Nine Lives", "description": "When reduced to 0 HP, can choose to drop to 1 HP instead. Once per long rest." } + ], + "detriments": [ + { "id": "size_matters", "name": "Size Matters", "description": "Disadvantage on STR checks and saves against creatures two or more sizes larger. Carrying capacity halved. Heavy weapons cannot be used effectively." }, + { "id": "compulsive_curiosity", "name": "Compulsive Curiosity", "description": "When presented with a mystery, hidden space, or unknown object out of combat, WIS save (DC 12) or spend at least one action investigating." } + ] + }, + { + "id": "ferret", + "clade_id": "mustelidae", + "name": "Ferret-Folk", + "size": "small", + "ability_mods": { "CHA": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "weaver", "name": "Weaver", "description": "Move through any opening at least 6 inches wide. No penalty for combat in cramped spaces (tunnels, crawlspaces)." }, + { "id": "social_charm", "name": "Social Charm", "description": "Advantage on Deception and Persuasion checks against creatures who underestimate you for your size." } + ], + "detriments": [ + { "id": "small_frame", "name": "Small Frame", "description": "Carrying capacity halved. Heavy weapons cannot be used effectively." } + ] + }, + { + "id": "badger", + "clade_id": "mustelidae", + "name": "Badger-Folk", + "size": "medium", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 25, + "traits": [ + { "id": "burrower", "name": "Burrower", "description": "Burrow speed of 10 ft. through loose soil, sand, or snow. Cannot burrow through stone or hardpacked earth." }, + { "id": "tenacious_grip", "name": "Tenacious Grip", "description": "Advantage on grapple attempts. Targets you grapple have disadvantage on checks to escape." } + ], + "detriments": [ + { "id": "stocky_build", "name": "Stocky Build", "description": "Base speed 25 ft. Disadvantage on long-jump checks." } + ] + }, + { + "id": "wolverine", + "clade_id": "mustelidae", + "name": "Wolverine-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "savage_jaws", "name": "Savage Jaws", "description": "Unarmed bite deals 1d8 + STR piercing. On a critical hit, the wound bleeds: 1d4 damage at the start of the target's turn for 2 turns." }, + { "id": "indomitable_ferocity", "name": "Indomitable Ferocity", "description": "When reduced to 0 HP, drop to 1 HP instead. Once per long rest." } + ], + "detriments": [ + { "id": "feared_kin", "name": "Feared Kin", "description": "Disadvantage on CHA (Persuasion) checks with non-Mustelid creatures who recognize your species. Wolverine reputation precedes you." } + ] + }, + { + "id": "brown_bear", + "clade_id": "ursidae", + "name": "Brown Bear-Folk", + "size": "large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "rending_claws", "name": "Rending Claws", "description": "Unarmed claw attacks deal 1d8 + STR slashing. Two-paw rend: if both claw attacks hit the same target in one Attack action, deal an extra 1d6 damage." }, + { "id": "winter_hibernation", "name": "Winter Hibernation", "description": "Once per year, enter a deep restorative sleep for 1d4 weeks. On waking, fully heal and remove all levels of exhaustion." } + ], + "detriments": [] + }, + { + "id": "polar_bear", + "clade_id": "ursidae", + "name": "Polar Bear-Folk", + "size": "large", + "ability_mods": { "WIS": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "arctic_adaptation", "name": "Arctic Adaptation", "description": "Resistance to cold damage. Immunity to environmental cold effects. Swim speed equal to walking speed." }, + { "id": "white_pelt", "name": "White Pelt", "description": "Advantage on Stealth checks in snow, ice, or arctic terrain." } + ], + "detriments": [ + { "id": "polar_appetite", "name": "Polar Appetite", "description": "Requires triple rations daily. Without them, gain a level of exhaustion every 8 hours." } + ] + }, + { + "id": "elk", + "clade_id": "cervidae", + "name": "Elk-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "majestic_antlers", "name": "Majestic Antlers", "description": "Antler attack deals 1d8 + STR piercing. Charging attack: if you move at least 20 ft. straight before attacking, deal +1d6 damage and target makes a STR save (DC = 8 + prof + STR) or is knocked back 5 ft." } + ], + "detriments": [ + { "id": "antler_drag", "name": "Antler Drag", "description": "During antler-shed season (1 month per year), antlers fall off — antler attack damage reduced by 1 die step until they regrow." } + ] + }, + { + "id": "deer", + "clade_id": "cervidae", + "name": "Deer-Folk", + "size": "medium", + "ability_mods": { "DEX": 1 }, + "base_speed_ft": 35, + "traits": [ + { "id": "swift_strider", "name": "Swift Strider", "description": "Base speed 35 ft. Difficult terrain costs no extra movement when moving in a straight line." }, + { "id": "alert_eyes", "name": "Alert Eyes", "description": "You cannot be surprised while conscious." } + ], + "detriments": [ + { "id": "skittish", "name": "Skittish", "description": "When taking damage from a hidden or unseen attacker, WIS save (DC 12) or use your reaction to move 10 ft. away from the attack source." } + ] + }, + { + "id": "moose", + "clade_id": "cervidae", + "name": "Moose-Folk", + "size": "large", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "broad_antlers", "name": "Broad Antlers", "description": "Antler attack deals 1d10 + STR piercing. Charging attack: if you move at least 20 ft. straight before attacking, target makes a STR save (DC = 8 + prof + STR) or is knocked prone." }, + { "id": "swamp_strider", "name": "Swamp Strider", "description": "No movement penalty in marsh, mud, snow, or shallow water." } + ], + "detriments": [] + }, + { + "id": "rabbit", + "clade_id": "leporidae", + "name": "Rabbit-Folk", + "size": "small", + "ability_mods": { "WIS": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "warren_dweller", "name": "Warren Dweller", "description": "Burrow speed 10 ft. through loose soil. Advantage on Stealth checks in your home warren. Community Resilience: once per long rest, when within 30 ft. of two or more allies, regain 1d4 + level HP." }, + { "id": "powerful_legs", "name": "Powerful Legs", "description": "Standing long jump distance equals your speed; running long jump doubles it." } + ], + "detriments": [ + { "id": "small_prey", "name": "Small Prey", "description": "Carrying capacity halved. Disadvantage on STR saves against creatures two or more sizes larger." } + ] + }, + { + "id": "hare", + "clade_id": "leporidae", + "name": "Hare-Folk", + "size": "medium", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 45, + "traits": [ + { "id": "open_ground_runner", "name": "Open Ground Runner", "description": "Base speed 45 ft. (fastest of any species). When you Dash, you can move through enemies' spaces if you end your movement outside their reach." }, + { "id": "wild_born", "name": "Wild Born", "description": "Proficiency in Survival. Advantage on CON saves against environmental exposure (cold, heat, wind, rain)." }, + { "id": "jackrabbit_dodge", "name": "Jackrabbit Dodge", "description": "Reaction when targeted by a ranged attack you can see, with at least 5 ft. of movement space: impose disadvantage on the attack roll. Uses equal to proficiency bonus per long rest." } + ], + "detriments": [ + { "id": "solitary_streak", "name": "Solitary Streak", "description": "Cannot benefit from Community Resilience effects. Disadvantage on checks involving group coordination." }, + { "id": "exposed", "name": "Exposed", "description": "Cannot benefit from full cover that involves enclosed spaces smaller than your body — claustrophobia is mechanical." } + ] + }, + { + "id": "bull", + "clade_id": "bovidae", + "name": "Bull-Folk", + "size": "large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 25, + "traits": [ + { "id": "charge", "name": "Charge", "description": "If you move at least 20 ft. straight toward a target and hit with a horn attack, target takes +2d6 bludgeoning and makes a STR save (DC = 8 + prof + STR) or is knocked prone." }, + { "id": "iron_constitution", "name": "Iron Constitution", "description": "Resistance to poison damage. Advantage on saves against poison and disease." }, + { "id": "immovable_anchor", "name": "Immovable Anchor", "description": "Bonus action: plant yourself. Until the start of your next turn, cannot be moved against your will and AC +2. Speed becomes 0." } + ], + "detriments": [ + { "id": "seeing_red", "name": "Seeing Red", "description": "When reduced to half HP by a melee attack, WIS save (DC 13) or compelled to attack the damaging creature on next turn, ignoring tactics." }, + { "id": "hooves_not_paws", "name": "Hooves, Not Paws", "description": "Disadvantage on checks requiring fine manual dexterity (lockpicking, surgery, calligraphy)." } + ] + }, + { + "id": "ram", + "clade_id": "bovidae", + "name": "Ram-Folk", + "size": "medium", + "ability_mods": { "WIS": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "mountain_born", "name": "Mountain Born", "description": "Climb speed equal to walking speed. Immune to altitude sickness. Advantage on DEX checks and saves on narrow, unstable, or steep surfaces." }, + { "id": "headbutt", "name": "Headbutt", "description": "Horn attack deals 1d10 + STR when using Charge (20-ft. run-up). Target hit must make a CON save (DC = 8 + prof + STR) or be dazed (disadvantage on next attack roll)." }, + { "id": "wool_insulation", "name": "Wool Insulation", "description": "Resistance to cold damage. Advantage on saves against cold environments." } + ], + "detriments": [ + { "id": "horizontal_pupils", "name": "Horizontal Pupils", "description": "Disadvantage on Perception checks requiring depth perception at distances greater than 60 ft." }, + { "id": "herd_mentality", "name": "Herd Mentality", "description": "When 3+ visible allies are moving in a direction, WIS save (DC 10) or feel compelled to move with them." } + ] + }, + { + "id": "bison", + "clade_id": "bovidae", + "name": "Bison-Folk", + "size": "large", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 25, + "traits": [ + { "id": "stampede_engine", "name": "Stampede Engine", "description": "Charge deals an additional 1d6 damage. If three or more bison-folk charge the same target or area, all attacks gain +1d6." }, + { "id": "prairie_endurance", "name": "Prairie Endurance", "description": "March for 16 hours before exhaustion checks begin. Advantage on CON saves against effects that would slow your movement." }, + { "id": "wall_of_fur", "name": "Wall of Fur", "description": "Resistance to non-magical bludgeoning damage." } + ], + "detriments": [ + { "id": "forward_weighted", "name": "Forward-Weighted", "description": "Disadvantage on DEX saves and checks that require backward movement, pivoting, or rapid direction changes." }, + { "id": "stoic_to_a_fault", "name": "Stoic to a Fault", "description": "Disadvantage on CHA (Performance) and CHA (Persuasion) checks that require emotional expressiveness." } + ] + } +] diff --git a/Content/Data/subclasses.json b/Content/Data/subclasses.json new file mode 100644 index 0000000..f8c173a --- /dev/null +++ b/Content/Data/subclasses.json @@ -0,0 +1,306 @@ +[ + { + "id": "pack_forged", + "class_id": "fangsworn", + "name": "Pack-Forged", + "flavor": "Alone I am a fang. Together we are jaws. Canid pack-fighting adapted into formalized combat doctrine. Fights best in formation, amplifying allies and being amplified.", + "level_features": [ + { "level": 3, "features": ["packmates_howl"] }, + { "level": 7, "features": ["coordinated_takedown"] }, + { "level": 10, "features": ["rally_the_pack"] }, + { "level": 15, "features": ["wolfpack_frenzy"] }, + { "level": 18, "features": ["alphas_stand"] } + ], + "feature_definitions": { + "packmates_howl": { "name": "Packmate's Howl", "kind": "stub", "description": "When you hit a creature with a melee attack, the next ally attack against that creature has advantage. (Phase 5: deferred.)" }, + "coordinated_takedown": { "name": "Coordinated Takedown", "kind": "stub", "description": "+1d6 damage when you and an ally are both within 5 ft. of the same target. (Phase 5: deferred.)" }, + "rally_the_pack": { "name": "Rally the Pack", "kind": "stub", "description": "Bonus action rally — 3 allies within 30 ft. gain temp HP equal to level + CHA. (Phase 5: deferred.)" }, + "wolfpack_frenzy": { "name": "Wolfpack Frenzy", "kind": "stub", "description": "When you Action Surge, an ally within 10 ft. can take an additional action on their next turn. (Phase 5: deferred.)" }, + "alphas_stand": { "name": "Alpha's Stand", "kind": "stub", "description": "When reduced to 0 HP, allies within 30 ft. gain advantage on attacks and saves until end of next turn. (Phase 5: deferred.)" } + } + }, + { + "id": "lone_fang", + "class_id": "fangsworn", + "name": "Lone Fang", + "flavor": "The pack is a crutch. I am enough. Solo fighters and duelists — Felid tradition of individual perfection applied to warfare.", + "level_features": [ + { "level": 3, "features": ["isolation_bonus"] }, + { "level": 7, "features": ["predators_focus"] }, + { "level": 10, "features": ["uncanny_counter"] }, + { "level": 15, "features": ["no_witnesses"] }, + { "level": 18, "features": ["perfect_kill"] } + ], + "feature_definitions": { + "isolation_bonus": { "name": "Isolation Bonus", "kind": "stub", "description": "+2 attack and +1 AC when no allied creature is within 10 ft. (Phase 5: deferred.)" }, + "predators_focus": { "name": "Predator's Focus", "kind": "stub", "description": "Bonus action: focus a target — advantage on attacks against it for 1 minute, disadvantage on attacks against others. (Phase 5: deferred.)" }, + "uncanny_counter": { "name": "Uncanny Counter", "kind": "stub", "description": "Reaction: when a creature misses you with a melee attack, attack it with advantage. (Phase 5: deferred.)" }, + "no_witnesses": { "name": "No Witnesses", "kind": "stub", "description": "Regain HP equal to level + CON when you reduce a creature to 0 HP with no allies within 30 ft. (Phase 5: deferred.)" }, + "perfect_kill": { "name": "Perfect Kill", "kind": "stub", "description": "Once per long rest: maximize all damage dice on a melee hit; if it kills, take another action. (Phase 5: deferred.)" } + } + }, + { + "id": "herd_wall", + "class_id": "bulwark", + "name": "Herd-Wall", + "flavor": "Shoulder to shoulder. Horn to horn. They don't get through. Bovid-originated doctrine of communal defense.", + "level_features": [ + { "level": 3, "features": ["interlock_shields"] }, + { "level": 6, "features": ["stampede_redirect"] }, + { "level": 10, "features": ["unbreakable_line"] }, + { "level": 15, "features": ["fortress"] }, + { "level": 20, "features": ["the_herd_stands"] } + ], + "feature_definitions": { + "interlock_shields": { "name": "Interlock Shields", "kind": "stub", "description": "Adjacent ally: both gain +1 AC (stacks with Herd Wall to max +3 from adjacency). (Phase 5: deferred.)" }, + "stampede_redirect": { "name": "Stampede Redirect", "kind": "stub", "description": "Reaction: redirect a charge against an ally to yourself, gaining resistance to the damage. (Phase 5: deferred.)" }, + "unbreakable_line": { "name": "Unbreakable Line", "kind": "stub", "description": "You and adjacent allies cannot be pushed/pulled/prone in Sentinel Stance. (Phase 5: deferred.)" }, + "fortress": { "name": "Fortress", "kind": "stub", "description": "In Sentinel Stance: resistance to all damage except psychic. (Phase 5: deferred.)" }, + "the_herd_stands": { "name": "The Herd Stands", "kind": "stub", "description": "Last One Standing also applies to allies who return to consciousness or your aura range. (Phase 5: deferred.)" } + } + }, + { + "id": "antler_guard", + "class_id": "bulwark", + "name": "Antler-Guard", + "flavor": "I don't block. I make them regret swinging. Cervid tradition of active defense — punishment-based deterrence rather than passive absorption.", + "level_features": [ + { "level": 3, "features": ["retaliatory_strike"] }, + { "level": 6, "features": ["threatening_presence"] }, + { "level": 10, "features": ["braced_for_impact"] }, + { "level": 15, "features": ["wrath_of_the_cornered"] }, + { "level": 20, "features": ["no_prey_here"] } + ], + "feature_definitions": { + "retaliatory_strike": { "name": "Retaliatory Strike", "kind": "stub", "description": "When taking damage from a melee attack in Sentinel Stance, deal 1d8 + CON back automatically. (Phase 5: deferred.)" }, + "threatening_presence": { "name": "Threatening Presence", "kind": "stub", "description": "Hostile creatures starting their turn within 5 ft. take -2 to attack rolls against your allies. (Phase 5: deferred.)" }, + "braced_for_impact": { "name": "Braced for Impact", "kind": "stub", "description": "Reaction: halve damage of a single attack but rooted (speed 0) until next turn. (Phase 5: deferred.)" }, + "wrath_of_the_cornered": { "name": "Wrath of the Cornered", "kind": "stub", "description": "Below half HP: Retaliatory Strike → 2d8 + CON, affects any attacker (not just melee). (Phase 5: deferred.)" }, + "no_prey_here": { "name": "No Prey Here", "kind": "stub", "description": "Last One Standing: hostile creatures in aura make WIS save or be frightened. (Phase 5: deferred.)" } + } + }, + { + "id": "blood_memory", + "class_id": "feral", + "name": "Blood Memory", + "flavor": "My great-great-grandmother ate yours. I remember how it tasted. Predator-Clade Ferals who channel the deep, dark hunger.", + "level_features": [ + { "level": 3, "features": ["predatory_surge"] }, + { "level": 6, "features": ["terror_scent"] }, + { "level": 10, "features": ["taste_of_the_old_world"] }, + { "level": 14, "features": ["apex_pursuit"] } + ], + "feature_definitions": { + "predatory_surge": { "name": "Predatory Surge", "kind": "stub", "description": "While raging: when you reduce a creature to 0 HP, move half-speed and make one additional melee attack. (Phase 5: deferred.)" }, + "terror_scent": { "name": "Terror Scent", "kind": "stub", "description": "Prey-Clade creatures within 15 ft. save or be frightened of you each turn while raging. (Phase 5: deferred.)" }, + "taste_of_the_old_world":{ "name": "Taste of the Old World", "kind": "stub", "description": "Bite hit while raging: regain HP equal to CON. (Phase 5: deferred.)" }, + "apex_pursuit": { "name": "Apex Pursuit", "kind": "stub", "description": "Speed +15 ft. toward frightened creatures. Cannot end rage while one is fleeing within 60 ft. (Phase 5: deferred.)" } + } + }, + { + "id": "stampede_heart", + "class_id": "feral", + "name": "Stampede Heart", + "flavor": "You call it panic. I call it a weapon. Prey-Clade Ferals who weaponize the flight response.", + "level_features": [ + { "level": 3, "features": ["trampling_charge"] }, + { "level": 6, "features": ["contagious_panic"] }, + { "level": 10, "features": ["born_to_run"] }, + { "level": 14, "features": ["the_herds_fury"] } + ], + "feature_definitions": { + "trampling_charge": { "name": "Trampling Charge", "kind": "stub", "description": "Move 20+ ft. straight before melee: +1d8 bludgeoning, save or prone. (Phase 5: deferred.)" }, + "contagious_panic": { "name": "Contagious Panic", "kind": "stub", "description": "Bonus action: scream/bellow/stamp. All creatures within 15 ft. save or move 15 ft. away. (Phase 5: deferred.)" }, + "born_to_run": { "name": "Born to Run", "kind": "stub", "description": "While raging, base speed doubles. Move through hostile spaces as difficult terrain. (Phase 5: deferred.)" }, + "the_herds_fury": { "name": "The Herd's Fury", "kind": "stub", "description": "Hit while raging: an ally within 30 ft. can use reaction to move half-speed and attack the same target. (Phase 5: deferred.)" } + } + }, + { + "id": "noseblind", + "class_id": "shadow_pelt", + "name": "Noseblind", + "flavor": "In a world where scent is truth, I am the lie. Scent-warfare specialists — the CIA of Theriapolis.", + "level_features": [ + { "level": 3, "features": ["scent_forgery"] }, + { "level": 7, "features": ["olfactory_overload"] }, + { "level": 11, "features": ["read_the_room"] }, + { "level": 15, "features": ["ghost_protocol"] } + ], + "feature_definitions": { + "scent_forgery": { "name": "Scent Forgery", "kind": "stub", "description": "10-min prep: produce a scent packet mimicking an individual you've been near. (Phase 5: deferred.)" }, + "olfactory_overload": { "name": "Olfactory Overload", "kind": "stub", "description": "Action: scent bomb 30-ft. radius — scent abilities save or be scent-blinded for 1 minute. (Phase 5: deferred.)" }, + "read_the_room": { "name": "Read the Room", "kind": "stub", "description": "1 minute observation: determine emotional state, clade, health, diet, mask use of any creature within 30 ft. (Phase 5: deferred.)" }, + "ghost_protocol": { "name": "Ghost Protocol", "kind": "stub", "description": "Scent Ghost at-will; project any scent encountered. (Phase 5: deferred.)" } + } + }, + { + "id": "ambush_artist", + "class_id": "shadow_pelt", + "name": "Ambush Artist", + "flavor": "The kill is over before they know it started. Pure combat application — Felid-derived ambush doctrine refined to surgical precision.", + "level_features": [ + { "level": 3, "features": ["opening_strike"] }, + { "level": 7, "features": ["vanish"] }, + { "level": 11, "features": ["death_from_above"] }, + { "level": 15, "features": ["predators_patience"] } + ], + "feature_definitions": { + "opening_strike": { "name": "Opening Strike", "kind": "stub", "description": "First round of combat: if you act before your target, Sneak Attack +2d6. (Phase 5: deferred.)" }, + "vanish": { "name": "Vanish", "kind": "stub", "description": "Bonus action after attack: Hide attempt with advantage even without cover. (Phase 5: deferred.)" }, + "death_from_above": { "name": "Death From Above", "kind": "stub", "description": "Attack from 10+ ft. elevation: advantage and Sneak Attack +2d6. (Phase 5: deferred.)" }, + "predators_patience": { "name": "Predator's Patience", "kind": "stub", "description": "Spend a round taking no actions: next attack auto-crits if it hits. (Phase 5: deferred.)" } + } + }, + { + "id": "perfumer", + "class_id": "scent_broker", + "name": "Perfumer", + "flavor": "Perfume isn't cosmetics. It's espionage. Intelligence branch — create identities, destroy reputations, extract confessions.", + "level_features": [ + { "level": 3, "features": ["bespoke_identity"] }, + { "level": 6, "features": ["scent_interrogation"] }, + { "level": 10, "features": ["mass_influence"] }, + { "level": 14, "features": ["deep_cover"] }, + { "level": 18, "features": ["the_nose_behind_the_throne"] } + ], + "feature_definitions": { + "bespoke_identity": { "name": "Bespoke Identity", "kind": "stub", "description": "1 hour with kit: create a complete scent identity (clade, emotional baseline, individual markers). (Phase 5: deferred.)" }, + "scent_interrogation": { "name": "Scent Interrogation", "kind": "stub", "description": "5-min conversation: extract one piece of concealed info per conversation. (Phase 5: deferred.)" }, + "mass_influence": { "name": "Mass Influence", "kind": "stub", "description": "Pheromone compounds affect 60-ft. radius / up to 10 creatures. (Phase 5: deferred.)" }, + "deep_cover": { "name": "Deep Cover", "kind": "stub", "description": "Bespoke Identity holds under stress and combat. (Phase 5: deferred.)" }, + "the_nose_behind_the_throne":{ "name": "The Nose Behind the Throne", "kind": "stub", "description": "1 hour procedure: permanently alter a creature's scent baseline. (Phase 5: deferred.)" } + } + }, + { + "id": "tracker", + "class_id": "scent_broker", + "name": "Tracker", + "flavor": "I can tell you what they had for breakfast, how long ago they passed through, and whether they were scared. Field agents and manhunters.", + "level_features": [ + { "level": 3, "features": ["bloodhound"] }, + { "level": 6, "features": ["predators_mark"] }, + { "level": 10, "features": ["terrain_reader"] }, + { "level": 14, "features": ["no_trail_goes_cold"] }, + { "level": 18, "features": ["the_hunt"] } + ], + "feature_definitions": { + "bloodhound": { "name": "Bloodhound", "kind": "stub", "description": "Track any creature whose scent you've encountered within 7 days. Determine trail age by scent. (Phase 5: deferred.)" }, + "predators_mark": { "name": "Predator's Mark", "kind": "stub", "description": "Mark a creature for 24 hours: know direction and approximate distance. Up to 3 marks. (Phase 5: deferred.)" }, + "terrain_reader": { "name": "Terrain Reader", "kind": "stub", "description": "1-min scenting: how many creatures, their clades, emotions, and whether violence occurred (within 48 hours). (Phase 5: deferred.)" }, + "no_trail_goes_cold": { "name": "No Trail Goes Cold", "kind": "stub", "description": "Tracking extends to 30 days; water/fire/chemicals impose disadvantage rather than failure. (Phase 5: deferred.)" }, + "the_hunt": { "name": "The Hunt", "kind": "stub", "description": "Once per long rest: know exact location of marked target for 1 hour, double speed toward them, advantage on attacks. (Phase 5: deferred.)" } + } + }, + { + "id": "the_warden", + "class_id": "covenant_keeper", + "name": "The Warden", + "flavor": "I guard the line between person and prey. No one crosses it while I breathe. Enforcement branch — patrol borders, investigate rawfang activity.", + "level_features": [ + { "level": 3, "features": ["wardens_mark"] }, + { "level": 7, "features": ["judgment"] }, + { "level": 15, "features": ["relentless_pursuit"] }, + { "level": 20, "features": ["final_judgment"] } + ], + "feature_definitions": { + "wardens_mark": { "name": "Warden's Mark", "kind": "stub", "description": "Bonus action: mark a suspected violator. Know direction/distance and advantage on Insight/Perception against them for 24 hours. (Phase 5: deferred.)" }, + "judgment": { "name": "Judgment", "kind": "stub", "description": "Hit a marked creature: spend Covenant's Authority for additional radiant-equivalent damage. (Phase 5: deferred.)" }, + "relentless_pursuit": { "name": "Relentless Pursuit", "kind": "stub", "description": "Speed +10 toward marked creature. Cannot be slowed/restrained by non-magical means. (Phase 5: deferred.)" }, + "final_judgment": { "name": "Final Judgment", "kind": "stub", "description": "Reduce a marked creature to 0 HP: declare Final Judgment. They cannot be revived/healed; nearby hostiles save or are frightened. (Phase 5: deferred.)" } + } + }, + { + "id": "the_bridge", + "class_id": "covenant_keeper", + "name": "The Bridge", + "flavor": "The Covenant isn't just a prohibition. It's a promise that we can live together. Diplomatic branch — heal inter-Clade tensions.", + "level_features": [ + { "level": 3, "features": ["peacemakers_presence"] }, + { "level": 7, "features": ["empathic_bond"] }, + { "level": 15, "features": ["sanctuary_aura"] }, + { "level": 20, "features": ["the_covenant_restored"] } + ], + "feature_definitions": { + "peacemakers_presence": { "name": "Peacemaker's Presence", "kind": "stub", "description": "Action: 30-ft. zone of calm for 10 minutes. Aggressive creatures save or lose hostile intent. (Phase 5: deferred.)" }, + "empathic_bond": { "name": "Empathic Bond", "kind": "stub", "description": "Touch a willing creature: 1 hour mutual emotional/intent awareness. (Phase 5: deferred.)" }, + "sanctuary_aura": { "name": "Sanctuary Aura", "kind": "stub", "description": "Aura of the Covenant also breaks compulsion to attack. (Phase 5: deferred.)" }, + "the_covenant_restored": { "name": "The Covenant Restored", "kind": "stub", "description": "Once per long rest: 60-ft. sanctified ground for 24 hours — +2 AC and saves, doubled healing, no willing harm. (Phase 5: deferred.)" } + } + }, + { + "id": "warhorn", + "class_id": "muzzle_speaker", + "name": "Warhorn", + "flavor": "My voice is the tide my allies ride to victory. Battlefield support — vocalization as force multiplier.", + "level_features": [ + { "level": 3, "features": ["rally_howl"] }, + { "level": 6, "features": ["dissonance"] }, + { "level": 11, "features": ["anthem_of_the_pack"] }, + { "level": 14, "features": ["shatter_cry"] } + ], + "feature_definitions": { + "rally_howl": { "name": "Rally Howl", "kind": "stub", "description": "Action: allies within 60 ft. gain temp HP equal to CHA mod + Vocalization Die roll. (Phase 5: deferred.)" }, + "dissonance": { "name": "Dissonance", "kind": "stub", "description": "Action: target one creature within 60 ft. — psychic damage = 2× Vocalization Die, disadvantage on next attack. (Phase 5: deferred.)" }, + "anthem_of_the_pack": { "name": "Anthem of the Pack", "kind": "stub", "description": "1-minute concentration: allies within 30 ft. add CHA mod to damage rolls. Once per long rest. (Phase 5: deferred.)" }, + "shatter_cry": { "name": "Shatter-Cry", "kind": "stub", "description": "Action: 30-ft. cone, 8d6 thunder (CON save half), deafened 1 minute. Once per long rest. (Phase 5: deferred.)" } + } + }, + { + "id": "whisperfur", + "class_id": "muzzle_speaker", + "name": "Whisperfur", + "flavor": "The loudest voice in the room is never the most dangerous. Infiltration and social manipulation through voice.", + "level_features": [ + { "level": 3, "features": ["suggestion"] }, + { "level": 6, "features": ["subsonic_influence"] }, + { "level": 11, "features": ["voice_thief"] }, + { "level": 14, "features": ["mass_suggestion"] } + ], + "feature_definitions": { + "suggestion": { "name": "Suggestion", "kind": "stub", "description": "1-minute soft speech: implant a suggestion (WIS save, DC = 8 + prof + CHA). 2 uses per long rest. (Phase 5: deferred.)" }, + "subsonic_influence": { "name": "Subsonic Influence", "kind": "stub", "description": "Project subsonic vocalizations affecting mood (calm/unease/trust/suspicion) in 30-ft. radius for 10 minutes. No save. (Phase 5: deferred.)" }, + "voice_thief": { "name": "Voice Thief", "kind": "stub", "description": "After hearing a creature speak for 5 minutes, perfectly replicate their voice. (Phase 5: deferred.)" }, + "mass_suggestion": { "name": "Mass Suggestion", "kind": "stub", "description": "Suggestion targets up to 5 creatures and requires only 1 round of speaking. 3 uses per long rest. (Phase 5: deferred.)" } + } + }, + { + "id": "combat_engineer", + "class_id": "claw_wright", + "name": "Combat Engineer", + "flavor": "I don't fight you. I build something that fights you. Builds turrets, traps, exoskeletons.", + "level_features": [ + { "level": 3, "features": ["deployable_turret"] }, + { "level": 6, "features": ["reinforced_armor"] }, + { "level": 10, "features": ["area_denial"] }, + { "level": 14, "features": ["titan_frame"] }, + { "level": 18, "features": ["siege_engine"] } + ], + "feature_definitions": { + "deployable_turret": { "name": "Deployable Turret", "kind": "stub", "description": "Short rest build: AC 15, HP = level × 5, +INT to hit, 2d6 piercing once per round, 60-ft. range. (Phase 5: deferred.)" }, + "reinforced_armor": { "name": "Reinforced Armor", "kind": "stub", "description": "Long rest enhance one armor: +1 AC and resistance to one damage type for 24 hours. (Phase 5: deferred.)" }, + "area_denial": { "name": "Area Denial", "kind": "stub", "description": "Short rest: deploy up to 3 traps (explosive, ensnaring, alarm). (Phase 5: deferred.)" }, + "titan_frame": { "name": "Titan Frame", "kind": "stub", "description": "Long rest build a wearable exoskeleton: +4 STR, +2 AC, +1 size category. 1 hour. Once per long rest. (Phase 5: deferred.)" }, + "siege_engine": { "name": "Siege Engine", "kind": "stub", "description": "Turret fires heavy ordnance: 6d10 damage, 20-ft. radius (DEX save half). 1-round reload. (Phase 5: deferred.)" } + } + }, + { + "id": "body_wright", + "class_id": "claw_wright", + "name": "Body-Wright", + "flavor": "The body is a machine. I just make it run better. Field medicine, prosthetics, biological engineering.", + "level_features": [ + { "level": 3, "features": ["combat_medic"] }, + { "level": 6, "features": ["clade_calibration"] }, + { "level": 10, "features": ["prosthetic_expert"] }, + { "level": 14, "features": ["emergency_resurrection_protocol"] }, + { "level": 18, "features": ["biological_masterwork"] } + ], + "feature_definitions": { + "combat_medic": { "name": "Combat Medic", "kind": "stub", "description": "Field Repair on living creatures heals 2d8 + INT, usable as bonus action. Stabilize 0-HP creature from 30 ft. with thrown kit. (Phase 5: deferred.)" }, + "clade_calibration": { "name": "Clade Calibration", "kind": "stub", "description": "1 hour study: all healing/gadget effects on that creature are maximized for 24 hours. (Phase 5: deferred.)" }, + "prosthetic_expert": { "name": "Prosthetic Expert", "kind": "stub", "description": "Long rest: build functional prosthetic limbs/organs/sensory augments. Can be enhanced. 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WORLD_WIDTH_TILES = 256; + public const int WORLD_HEIGHT_TILES = 256; + public const int WORLD_TILE_PIXELS = 32; // px per world tile at 1:1 zoom + + // Macro template (authored skeleton) + public const int MACRO_GRID_WIDTH = 32; + public const int MACRO_GRID_HEIGHT = 32; + // => each macro cell covers WORLD_WIDTH_TILES/MACRO_GRID_WIDTH world tiles + // (currently 256/32 = 8 tiles per cell) + + // Tactical map (streamed) + public const int TACTICAL_PER_WORLD_TILE = 32; // 1 tactical tile == 1 world pixel + public const int TACTICAL_CHUNK_SIZE = 64; // tactical tiles per chunk side + public const int TACTICAL_WINDOW_WORLD_TILES = 3; // 3x3 world tiles kept live + + // Generation + public const int WORLDGEN_BUDGET_SECONDS = 60; + + // Border distortion — coastal domain-warp band (tiles deep on each side of land/ocean boundary) + public const int COAST_BAND_WIDTH = 12; + + // ElevationGen — continent mask domain-warp amplitude (tiles). + // Displaces the ellipse falloff coordinates by up to this many tiles, + // creating organic coastal excursions instead of a smooth ellipse edge. + public const float COAST_WARP_AMP = 45f; + + // ElevationGen — macro-cell border warp (Addendum A §1 primary mechanism). + // Displaces the per-tile macro-cell lookup position by a smooth noise + // field so macro cell boundaries become wiggly curves instead of + // grid-aligned lines. MACRO_WARP_AMPLITUDE is the maximum displacement + // in tiles; MACRO_WARP_FREQUENCY is cycles per tile of the warp noise. + // With amplitude 24 and frequency 0.012 (period ≈ 83 tiles), macro cell + // boundaries wobble by up to ~¾ of a cell's width over multi-cell scales, + // which (combined with the soft macro clamp in ElevationGenStage) is + // enough to dissolve the grid-aligned rectangular coastlines that the + // hard clamp used to produce at mountain/ocean interfaces. + public const float MACRO_WARP_AMPLITUDE = 24f; + public const float MACRO_WARP_FREQUENCY = 0.012f; + + // RNG sub-stream offset for continent-mask domain warp (must not collide with others) + public const ulong RNG_COAST_WARP = 0xC4571UL; + + // RNG sub-stream offset for macro-cell border warp + public const ulong RNG_MACRO_WARP = 0xA1B2C3D4UL; + + // WaterBodyClamp — minimum ocean tiles between continent and map edge + public const int OCEAN_BORDER_WIDTH = 2; + + // RNG sub-stream offsets (named, never collide) + public const ulong RNG_TERRAIN = 0x7E22A11UL; + public const ulong RNG_MOISTURE = 0xDEADBEEFUL; + public const ulong RNG_TEMP = 0x7E39UL; + public const ulong RNG_BORDER = 0xB07DE5UL; + public const ulong RNG_COAST = 0xC0A57UL; + public const ulong RNG_HYDRO = 0xD7A14A6EUL; + public const ulong RNG_SETTLE = 0x5E771EUL; + public const ulong RNG_ROAD = 0x7047EUL; + public const ulong RNG_RAIL = 0x7A11UL; + public const ulong RNG_FACTION = 0xFAC71074UL; + public const ulong RNG_POI = 0x901F1UL; + public const ulong RNG_WEATHER = 0x4EA7EUL; + public const ulong RNG_TACTICAL = 0x7AC71CA1UL; + + // ── Phase 2+3: Additional RNG sub-streams ────────────────────────────── + public const ulong RNG_LAKE = 0x1A4EUL; + public const ulong RNG_MEANDER = 0xE41DE7UL; + public const ulong RNG_HABITAT = 0x4AB17A7UL; + public const ulong RNG_ANCHOR = 0xA1C407UL; + public const ulong RNG_SETTLE_ATTR = 0x5A774UL; + public const ulong RNG_TRADE = 0x74ADE5UL; + public const ulong RNG_ENCOUNTER = 0xE1C017UL; + + // ── Phase 2: Hydrology ───────────────────────────────────────────────── + public const int RIVER_MIN_FLOW_ACCUM = 1500; // tiles of upstream catchment to become a river + public const int RIVER_MAX_COUNT = 150; // hard cap on total rivers to prevent perf explosion + public const int RIVER_MAJOR_THRESHOLD = 8000; // flow accumulation for "major river" + public const int RIVER_MODERATE_THRESHOLD = 2000; // flow accumulation for "river" (vs stream) + public const float RIVER_CARVE_DEPTH = 0.02f; // elevation reduction along river paths + public const int LAKE_MIN_AREA = 12; // tiles; smaller basins stay dry + public const float MEANDER_AMP_FLAT = 5f; // max world-pixel lateral offset on plains + public const float MEANDER_AMP_MOUNTAIN = 1.5f; // max world-pixel lateral offset in mountains + public const float MEANDER_FREQ = 0.08f; // noise frequency for meander offset + public const int SPLINE_SUBDIVISIONS = 4; // Catmull-Rom subdivisions per control point + public const float RDP_TOLERANCE = 2.0f; // Ramer-Douglas-Peucker LOD tolerance (world px) + + // ── Phase 3: Settlements ─────────────────────────────────────────────── + public const int SETTLE_TIER1_COUNT = 1; + public const int SETTLE_TIER2_MIN = 4; + public const int SETTLE_TIER2_MAX = 6; + public const int SETTLE_TIER3_MIN = 15; + public const int SETTLE_TIER3_MAX = 25; + public const int SETTLE_TIER4_MIN = 40; + public const int SETTLE_TIER4_MAX = 80; + public const int SETTLE_TIER5_MIN = 100; + public const int SETTLE_TIER5_MAX = 200; + + // Tile-denominated minimum separations. Halved from their 512×512 baseline + // (was 120/60/20/8/5 with ANCHOR_MIN_DIST=80) to densify the 256×256 map — + // at the original spacing, ~60% of the map ran out of room for settlements + // and Thornfield's constraint region often became unsatisfiable. Preserves + // the SETTLE_TIER*_MIN/MAX counts, so the smaller world packs the same + // target settlement population more tightly. + public const int SETTLE_MIN_DIST_TIER1 = 60; + public const int SETTLE_MIN_DIST_TIER2 = 30; + public const int SETTLE_MIN_DIST_TIER3 = 10; + public const int SETTLE_MIN_DIST_TIER4 = 4; + public const int SETTLE_MIN_DIST_TIER5 = 3; + + public const float ANCHOR_MIN_DIST = 40f; + + // ── Phase 3: Infrastructure ──────────────────────────────────────────── + public const float ROAD_SHORTCUT_FRACTION = 0.30f; + public const float BRIDGE_COST = 50f; + public const float CROSSING_COST = 20f; + public const float SETBACK_COST_SCALE = 8f; + public const int SETBACK_DISTANCE = 4; + public const float RAIL_BRIDGE_COST = 80f; + + // Feature gate for the entire rail subsystem. When false, RailNetworkGenStage + // early-returns, world.Rails stays empty, HasRail/RailroadAdjacent/RailDir + // are never set, and no settlement gets HasRailStation = true. Downstream + // consumers (road costs, cleanup, trade routes, rendering) all handle an + // empty rail list gracefully, so this flag is a safe on/off switch. + // static readonly (not const) so the guard evaluates at runtime — avoids + // CS0162 unreachable-code warnings and prevents stale inlining in + // downstream assemblies. + public static readonly bool ENABLE_RAIL = false; + + // Max deflection angle (degrees) allowed at any vertex of a rail tile path. + // Heavy rail cars can't corner sharply, so the rail pipeline elides + // vertices whose turn exceeds this cap when a passable shortcut exists. + // 45° grid moves give turns of 0°, 45°, 90°, 135° — 75° permits only the + // first two and forces 90°/135° corners to be smoothed. + public const float MAX_RAIL_TURN_DEGREES = 75f; + public const float EXISTING_ROAD_COST = 0.1f; // cost to travel an existing road tile (vs ~3–10 for new terrain) + public const float EXISTING_RAIL_COST = 0.1f; // cost to travel an existing rail tile + public const int SETTLEMENT_HALO_RADIUS = 1; // tiles: no existing-road/rail discount within this Chebyshev distance of path endpoints (prevents fan convergence) + public const float SETTLEMENT_CONNECT_DIST = 64f; // world pixels (~2 tiles): max endpoint distance for a settlement to count as visually connected + public const float BRIDGE_DECK_HALF_LENGTH = 10f; // world pixels walked along road from crossing to place deck ends + + // ── Phase 3: Polyline Cleanup ───────────────────────────────────────── + public const float POLYLINE_SNAP_ENDPOINT_DIST = 160f; // world pixels (~5 tiles): cluster nearby endpoints + public const float POLYLINE_SNAP_BODY_DIST = 128f; // world pixels (~4 tiles): snap endpoint to polyline body (T-junction) + public const float POLYLINE_MERGE_DIST = 80f; // world pixels (~2.5 tiles): merge parallel overlapping segments + public const int POLYLINE_MAX_TRIM_POINTS = 20; // max points to search when trimming overshoots + + // ── Phase 3: Factions ────────────────────────────────────────────────── + public const float FACTION_INFLUENCE_RADIUS = 60f; + public const float FACTION_DECAY_RATE = 0.015f; + + // ── Phase 3: PoIs ────────────────────────────────────────────────────── + public const int POI_MIN_DIST_FROM_SETTLE = 6; + public const int POI_MIN_DIST_FROM_POI = 4; + + // ── Phase 4: Tactical streaming ──────────────────────────────────────── + // Sub-streams of RNG_TACTICAL for the deterministic chunk passes. Each + // chunk gen pass uses ForSubsystem(worldSeed ^ subStream ^ chunkHash) + // so adjacent chunks see independent random scatters. + public const ulong RNG_TACTICAL_GROUND = 0x7AC71C01UL; + public const ulong RNG_TACTICAL_SCATTER = 0x7AC71C02UL; + public const ulong RNG_TACTICAL_SPAWN = 0x7AC71C03UL; + + // Chunk cache size. The 3×3 world-tile window typically touches at most + // 9 chunks (each chunk = 2×2 world tiles at 32 tactical-per-world / 64 chunk side). + // 16 gives a little slack so the player crossing a tile boundary doesn't + // immediately evict + re-generate a chunk that was just visible. + public const int CHUNK_CACHE_SOFT_MAX = 16; + + // ── Phase 4: Actor + clock ───────────────────────────────────────────── + // Travel time on the world map. With WORLD_TILE_PIXELS=32 and a road, + // this is 8 * 0.5 = 4 in-game seconds per world pixel ≈ 128 sec/tile. + // 256-tile world ≈ 32_768 sec across (~9h) on roads, ~18h cross-country. + public const float BASE_SEC_PER_WORLD_PIXEL = 8f; + public const float ROAD_SPEED_MULT = 0.5f; + public const int TACTICAL_STEP_SECONDS = 10; + public const ulong RNG_ACTOR_ID = 0xAC704DUL; + + // World-pixel travel speed for the player on the world map (pixels per + // second of real time). Independent of the in-game clock advancement; + // this just controls how fast the sprite slides along the path. + public const float PLAYER_TRAVEL_PX_PER_SEC = 80f; + + // Tactical-mode WASD movement speed in tactical tiles per real second. + // Continuous (sub-pixel) motion replaces the discrete one-tile step that + // looked chunky at high zoom — at CAMERA_MAX_ZOOM=16, a 1-tile jump was + // a visible 16-screen-pixel hop; now the player slides smoothly. + // 40 px/sec is brisk-walk pace: at zoom 16 that's 640 screen px/sec + // (half the window width per second), at zoom 3 (tactical threshold) + // it's 120 screen px/sec. + public const float TACTICAL_PLAYER_PX_PER_SEC = 3f; + + // ── Phase 4: Save (bumped to v8 in Phase 7 M0) ──────────────────────── + public const int SAVE_SCHEMA_VERSION = 8; + public const int SAVE_SLOT_COUNT = 10; + /// + /// Minimum readable save version. Below this, the loader refuses with + /// "this save predates Phase 5 — start a new game from the same seed". + /// Bump only when older saves can no longer be migrated meaningfully. + /// v5 is still accepted (Phase 6 M2 adds an additive V5→V6 migration). + /// + public const int SAVE_SCHEMA_MIN_VERSION = 5; + + // ── Phase 4: Player marker ───────────────────────────────────────────── + // Player marker diameter, in *screen* pixels. The sprite renderer + // counter-scales by 1/Zoom so the marker stays this size at every zoom + // level — visible-but-not-huge on the world map, and not screen-filling + // when the player walks around in tactical at CAMERA_MAX_ZOOM. + public const int PLAYER_MARKER_SCREEN_PX = 48; + + // ── Phase 4: Camera / zoom ───────────────────────────────────────────── + // Zoom = screen pixels per world pixel. At Zoom=1, one tactical tile is + // one screen pixel; world tiles (32 world px wide) span 32 screen pixels. + // + // CAMERA_TACTICAL_THRESHOLD = 32 — tactical kicks in exactly when each + // tactical tile maps to TACTICAL_TILE_SPRITE_PX screen pixels, so the + // 32×32 sprite art renders 1:1 at the threshold and upscales smoothly + // up to CAMERA_MAX_ZOOM (3.125× upscale at full zoom). + // + // CAMERA_MAX_ZOOM = 100 — at 1280px window that's ~12.8 tactical tiles + // visible across the screen at max zoom: comfortable for inspecting an + // individual building or NPC. + public const float CAMERA_MIN_ZOOM = 0.01f; + public const float CAMERA_MAX_ZOOM = 100.0f; + public const float CAMERA_TACTICAL_THRESHOLD = 32.0f; + + // ── Phase 4: Tactical art ────────────────────────────────────────────── + // Source resolution of every tactical tile sprite (surface + decoration). + // The renderer scales each 32×32 source down to a 1×1 world-pixel cell so + // the existing coord system ("1 tactical tile = 1 world pixel") stays + // intact. With CAMERA_TACTICAL_THRESHOLD = 32, the sprite displays at + // native 1:1 the moment tactical mode engages. + public const int TACTICAL_TILE_SPRITE_PX = 32; + + // ── Phase 5: RNG sub-streams ─────────────────────────────────────────── + public const ulong RNG_CHARACTER = 0xC4A2AC7EUL; // character creation rolls + starting equipment + public const ulong RNG_STAT_ROLL = 0x57A7507UL; // 4d6-drop-lowest re-rolls in char creation + public const ulong RNG_COMBAT = 0xC0B47UL; // per-encounter dice + public const ulong RNG_NPC_SPAWN = 0xA7C2AUL; // per-NPC variation when instantiating from chunk spawn list + public const ulong RNG_LOOT = 0x107EUL; // post-encounter drops + + // ── Phase 5: Encounter triggering ───────────────────────────────────── + // Hostile NPCs auto-trigger combat on LOS within this radius. + public const int ENCOUNTER_TRIGGER_TILES = 8; + // Friendly / Neutral NPCs show "[F] Talk to ..." prompt within this radius. + public const int INTERACT_PROMPT_TILES = 2; + // Encounter ends when all hostiles are out of sight + this far for this many turns. + public const int ENCOUNTER_DISENGAGE_TILES = 16; + public const int ENCOUNTER_DISENGAGE_TURNS = 3; + + // ── Phase 5: Combat resolver ────────────────────────────────────────── + public const int AC_FLOOR = 5; + public const int AC_CEILING = 30; + public const int HP_MAX = 999; + public const int DEATH_SAVES_TO_DIE = 3; + public const int DEATH_SAVES_TO_STABLE = 3; + public const int CRIT_NATURAL = 20; + + // ── Phase 5: Encumbrance ────────────────────────────────────────────── + public const float ENCUMBRANCE_SOFT_MULT = 1.0f; // ≥1.0× capacity → speed -10ft + public const float ENCUMBRANCE_HARD_MULT = 1.5f; // ≥1.5× capacity → speed halved + disadvantage + + // ── Phase 5: Difficulty scaling (danger zones) ──────────────────────── + // Per-chunk DangerZone (0..4) drives which template each SpawnKind picks. + public const int DANGER_DIST_FROM_START_PER_ZONE = 50; // tiles per +1 zone increment + public const int DANGER_DIST_FROM_ROAD_THRESHOLD = 8; // further than this = +1 zone + public const int DANGER_DIST_FROM_SETTLE_THRESHOLD = 16; // further than this = +1 zone + public const int DANGER_ZONE_MIN = 0; + public const int DANGER_ZONE_MAX = 4; + + // ── Phase 5: Save (will bump SAVE_SCHEMA_VERSION to 5 in M2) ────────── + public const string SAVE_SLOT_AUTOSAVE_COMBAT = "autosave_combat"; + + // ── Phase 6 M0: Settlement stamping ─────────────────────────────────── + /// SeededRng sub-stream for procedural Tier 2–5 layout rolls. + public const ulong RNG_BUILDING_LAYOUT = 0xB1D106UL; + + /// Smallest acceptable footprint dimension for a building template. + public const int BUILDING_MIN_W_TILES = 4; + public const int BUILDING_MIN_H_TILES = 3; + + /// Don't stamp scatter or walls within this halo of any door tile. + public const int BUILDING_DOOR_HALO_TILES = 2; + + /// Minimum gap (in tiles) between adjacent procedural buildings. + public const int SETTLEMENT_BUILDING_GAP_MIN = 2; + + // ── Phase 6 M2: Reputation ──────────────────────────────────────────── + /// Minimum / maximum reputation value (per-faction and per-NPC personal disposition). + public const int REP_MIN = -100; + public const int REP_MAX = 100; + + // Disposition tier thresholds — *inclusive lower bound* of each band so + // a single ascending if-cascade picks them out via `score >= threshold`. + // Per reputation.md §I-2 the bands are -100..-76 Nemesis, -75..-51 + // Hostile, -50..-26 Antagonistic, -25..-1 Unfriendly, 0 Neutral, + // +1..+25 Favorable, +26..+50 Friendly, +51..+75 Allied, +76..+100 Champion. + public const int REP_HOSTILE_THRESHOLD = -75; + public const int REP_ANTAGONISTIC_THRESHOLD = -50; + public const int REP_UNFRIENDLY_THRESHOLD = -25; + public const int REP_FAVORABLE_THRESHOLD = 1; + public const int REP_FRIENDLY_THRESHOLD = 26; + public const int REP_ALLIED_THRESHOLD = 51; + public const int REP_CHAMPION_THRESHOLD = 76; + + // ── Phase 6 M5: Reputation propagation ──────────────────────────────── + /// SeededRng sub-stream for propagation coin-flips (frontier delivery). + public const ulong RNG_REP_PROPAGATION = 0x1EFA77UL; + + // Distance-band radii in world tiles. Zero (origin) = full magnitude. + public const int REP_ADJACENT_DIST_TILES = 20; + public const int REP_REGIONAL_DIST_TILES = 60; + public const int REP_CONTINENTAL_DIST_TILES = 200; + + // Decay multipliers per band, expressed as integer percentages. + public const int REP_DECAY_AT_ORIGIN_PCT = 100; + public const int REP_DECAY_ADJACENT_PCT = 80; + public const int REP_DECAY_REGIONAL_PCT = 60; + public const int REP_DECAY_CONTINENTAL_PCT = 40; + public const int REP_DECAY_FRONTIER_PCT = 20; + + /// Coin-flip probability that a frontier settlement actually receives the news at all. + public const int REP_FRONTIER_DELIVERY_PROB_PCT = 50; + + /// + /// Magnitudes at or above this threshold (positive or negative) bypass + /// distance decay AND frontier coin-flips: NEMESIS / CHAMPION events + /// propagate at full magnitude, continent-wide, immediately. Per + /// reputation.md §I-2. + /// + public const int REP_EXTREME_BYPASS_MAGNITUDE = 50; + + // ── Phase 6 M3: Dialogue ────────────────────────────────────────────── + /// SeededRng sub-stream for in-dialogue skill-check rolls. + public const ulong RNG_DIALOGUE = 0xD1A106EUL; + + /// Cap on options shown per dialogue node. + public const int DIALOGUE_MAX_OPTIONS_PER_NODE = 6; + + /// Lines of scrollback retained inside the dialogue panel. + public const int DIALOGUE_HISTORY_LINES = 50; + + // ── Phase 6 M4: Quests ──────────────────────────────────────────────── + /// SeededRng sub-stream for quest-step random outcomes. + public const ulong RNG_QUEST = 0x9E57E0UL; + + /// Sanity cap on simultaneously active quests. + public const int QUEST_MAX_ACTIVE = 20; + + /// Cap on completed-quest history shown in the journal. + public const int QUEST_LOG_COMPLETED_LIMIT = 100; + + /// Tile radius for "enter_anchor" quest triggers (matches plan §4.4). + public const int QUEST_ENTER_ANCHOR_RADIUS_TILES = 4; + + /// Tile radius for "enter_role_proximity" quest triggers. + public const int QUEST_ENTER_ROLE_RADIUS_TILES = 2; + + // ── Phase 6.5 M0: Levelling ─────────────────────────────────────────── + /// SeededRng sub-stream for HP rolls and other per-level random outcomes. + public const ulong RNG_LEVELUP = 0x1E7E107UL; + + /// + /// Levels that grant an Ability Score Improvement choice (player picks + /// +2 to one stat or +1 to two stats). Standard d20 schedule. + /// The XP-to-next-level table itself lives in + /// (canonical, 1-indexed). + /// + public static readonly int[] ASI_LEVELS = new[] { 4, 8, 12, 16, 19 }; + + /// Level at which the player picks a subclass. + public const int SUBCLASS_SELECTION_LEVEL = 3; + + /// Hard cap on ability scores below level 20. + public const int ABILITY_SCORE_CAP_PRE_L20 = 20; + + /// Hard cap on ability scores at level 20 (a couple of capstone features push this). + public const int ABILITY_SCORE_CAP_AT_L20 = 22; + + /// + /// Maximum supported character level. Phase 6.5 wires the engine for + /// 1..20 but only ships full mechanical effect for levels 1..15; + /// levels 16..20 use the same machinery but feature-defs may stub. + /// + public const int CHARACTER_LEVEL_MAX = 20; + + // ── Phase 6.5 M5: Hybrid passing detection ──────────────────────────── + /// SeededRng sub-stream for hybrid scent-detection rolls. + public const ulong RNG_PASSING = 0x9A55E5UL; + + /// WIS save DC the NPC rolls to detect a hybrid PC's scent. + public const int HYBRID_DETECTION_DC = 12; + + /// + /// CHA Deception DC the PC's "I'm passing" counter-roll uses. Standard + /// case: equal to the NPC's detection DC. theriapolis-rpg-clades.md + /// notes a stricter DC for an even split — Phase 6.5 simplification: + /// dominant lineage is always considered ≥ 80% expressive (the player + /// chooses dominance and accepts that consequence). + /// + public const int HYBRID_DECEPTION_DC = 12; + + // ── Phase 6.5 M7: Betrayal cascade magnitudes ───────────────────────── + /// + /// Threshold magnitude (inclusive) for a "minor" betrayal. Drives the + /// cascade tier in — + /// any with + /// magnitude < 0 picks the most severe matching tier + /// (most-negative wins). + /// + public const int BETRAYAL_MAGNITUDE_MINOR = -10; + public const int BETRAYAL_MAGNITUDE_MODERATE = -25; + public const int BETRAYAL_MAGNITUDE_MAJOR = -50; + public const int BETRAYAL_MAGNITUDE_CRITICAL = -75; + + /// Faction-standing impact at each betrayal tier (signed; cascade through opposition). + public const int BETRAYAL_FACTION_DELTA_MINOR = -5; + public const int BETRAYAL_FACTION_DELTA_MODERATE = -15; + public const int BETRAYAL_FACTION_DELTA_MAJOR = -30; + public const int BETRAYAL_FACTION_DELTA_CRITICAL = -50; + + // ── Phase 7: RNG sub-streams ────────────────────────────────────────── + /// Per-PoI dungeon room-graph generation: room count, branching, special-room slots. + public const ulong RNG_DUNGEON_LAYOUT = 0xD06E07AUL; + /// Within a layout, picking which room template fills each role-eligible slot. + public const ulong RNG_ROOM_PICK = 0x40072EUL; + /// Per-room spawn selection (which NPC template fills each encounter slot). + public const ulong RNG_DUNGEON_POPULATE = 0x70757UL; + /// Per-container loot rolls. Distinct from (encounter drops). + public const ulong RNG_DUNGEON_LOOT = 0xD0717EUL; + + // ── Phase 7: Dungeon generation ─────────────────────────────────────── + public const int DUNGEON_SMALL_ROOMS_MIN = 3; + public const int DUNGEON_SMALL_ROOMS_MAX = 5; + public const int DUNGEON_MED_ROOMS_MIN = 6; + public const int DUNGEON_MED_ROOMS_MAX = 10; + public const int DUNGEON_LARGE_ROOMS_MIN = 11; + public const int DUNGEON_LARGE_ROOMS_MAX = 20; + /// Reject-and-retry ceiling on the layout-builder. Beyond this we fall back to a guaranteed-valid linear layout. + public const int DUNGEON_LAYOUT_MAX_ATTEMPTS = 8; + + /// Rooms snap their AABB to a multiple of this many tactical tiles. + public const int ROOM_GRID_SNAP_TILES = 16; + public const int ROOM_CORRIDOR_MIN_W = 2; + public const int ROOM_CORRIDOR_MAX_W = 3; + /// Minimum gap (in tiles) between adjacent rooms before a corridor is required. + public const int ROOM_INTER_ROOM_GAP_TILES = 2; + + /// Tactical-tile padding around the room-AABB union when sizing the dungeon's tile array. + public const int DUNGEON_AABB_PADDING = 8; + + // ── Phase 7: Loot band selection (PoI LevelBand → loot table tier) ──── + public const float LOOT_TABLE_BAND_T1_THRESHOLD = 0.0f; // level band 0-1 → t1 + public const float LOOT_TABLE_BAND_T2_THRESHOLD = 2.0f; // level band 2 → t2 + public const float LOOT_TABLE_BAND_T3_THRESHOLD = 3.0f; // level band 3 → t3 + + // ── Phase 7: Clade-responsive movement multipliers ──────────────────── + /// Soft mismatch (cervid antler clearance for Large PCs, bovid space for Small PCs). + public const float MOVE_COST_MISMATCH_LIGHT = 1.2f; + /// Medium mismatch (Med-Large PCs in Mustelid tunnels, Small PCs in Ursid halls). + public const float MOVE_COST_MISMATCH_MED = 1.5f; + /// Heavy mismatch / squeezing (Large PCs in Mustelid tunnels — the canonical example). + public const float MOVE_COST_MISMATCH_HEAVY = 2.0f; + + // ── Phase 7: Locked door + trap DCs ─────────────────────────────────── + public const int LOCK_DC_TRIVIAL = 10; + public const int LOCK_DC_EASY = 12; + public const int LOCK_DC_MEDIUM = 15; + public const int LOCK_DC_HARD = 18; + + public const int TRAP_DC_TRIVIAL = 10; + public const int TRAP_DC_EASY = 12; + public const int TRAP_DC_MEDIUM = 15; + + /// Tripwire trap damage on disarm-fail: 1d6 piercing. + public const int TRAP_DAMAGE_DICE_TRIPWIRE = 1; + public const int TRAP_DAMAGE_DIE_TRIPWIRE = 6; + + /// + /// Bonus XP awarded on full dungeon clear, expressed as a multiplier of + /// the dungeon's largest single-NPC XpAward. 1.0 means "doubling the + /// boss kill". Tunable post-playtest. + /// + public const float DUNGEON_CLEAR_XP_BONUS_FRACTION = 1.0f; +} diff --git a/Theriapolis.Core/Data/BackgroundDef.cs b/Theriapolis.Core/Data/BackgroundDef.cs new file mode 100644 index 0000000..26c8b7c --- /dev/null +++ b/Theriapolis.Core/Data/BackgroundDef.cs @@ -0,0 +1,36 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable background definition loaded from backgrounds.json. +/// Phase 5 grants the listed skill / tool proficiencies but does not +/// apply the named feature's mechanical effect — those resolve to +/// dialogue / quest / faction systems shipped in Phase 6. +/// +public sealed record BackgroundDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + [JsonPropertyName("flavor")] + public string Flavor { get; init; } = ""; + + [JsonPropertyName("skill_proficiencies")] + public string[] SkillProficiencies { get; init; } = Array.Empty(); + + [JsonPropertyName("tool_proficiencies")] + public string[] ToolProficiencies { get; init; } = Array.Empty(); + + [JsonPropertyName("feature_name")] + public string FeatureName { get; init; } = ""; + + [JsonPropertyName("feature_description")] + public string FeatureDescription { get; init; } = ""; + + [JsonPropertyName("suggested_personality")] + public string SuggestedPersonality { get; init; } = ""; +} diff --git a/Theriapolis.Core/Data/BiasProfileDef.cs b/Theriapolis.Core/Data/BiasProfileDef.cs new file mode 100644 index 0000000..c430f4e --- /dev/null +++ b/Theriapolis.Core/Data/BiasProfileDef.cs @@ -0,0 +1,44 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M1 — pre-meeting prejudice template per +/// theriapolis-rpg-reputation.md §I-1. Each NPC carries a +/// BiasProfileId that points at one of these; the runtime +/// disposition formula adds [pc.clade] (plus the +/// universal size-differential modifier) to the personal/faction +/// components when computing how an NPC reacts to the player. +/// +/// 12 profiles ship with the game: pack-loyal Canid traditionalists, +/// herd-cautious Cervids, urban progressives, hybrid survivors, etc. +/// Adding new profiles is a content-only edit. +/// +public sealed record BiasProfileDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + [JsonPropertyName("description")] + public string Description { get; init; } = ""; + + /// Modifier for the player's clade. Keys are clade ids ("canidae", "felidae", ...). + [JsonPropertyName("clade_bias")] + public Dictionary CladeBias { get; init; } = new(); + + /// Modifier when the player is detected as hybrid. Negative = stigma, positive = solidarity. + [JsonPropertyName("hybrid_bias")] + public int HybridBias { get; init; } = 0; + + /// + /// Optional faction-affinity hints. Map of faction id → +integer (faction + /// the NPC favours) or -integer (faction the NPC distrusts). Phase 6 M5 + /// uses these to decide how an NPC reacts to the player's faction + /// standing; M1/M2 only display them in the disposition tooltip. + /// + [JsonPropertyName("faction_affinity")] + public Dictionary FactionAffinity { get; init; } = new(); +} diff --git a/Theriapolis.Core/Data/BiomeDef.cs b/Theriapolis.Core/Data/BiomeDef.cs new file mode 100644 index 0000000..00bd6bc --- /dev/null +++ b/Theriapolis.Core/Data/BiomeDef.cs @@ -0,0 +1,80 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable biome definition loaded from biomes.json. +/// Defines the biome's identity, visual representation, and the (e,m,t) ranges +/// that can produce it during BiomeAssign. +/// +public sealed record BiomeDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("display_name")] + public string DisplayName { get; init; } = ""; + + /// Single capital letter used in placeholder tile rendering. + [JsonPropertyName("letter")] + public char Letter { get; init; } = '?'; + + /// Hex color string (#RRGGBB) for the placeholder tile background. + [JsonPropertyName("color")] + public string Color { get; init; } = "#888888"; + + [JsonPropertyName("placeholder_sprite")] + public string PlaceholderSprite { get; init; } = ""; + + // ── Assignment thresholds ──────────────────────────────────────────────── + // These are used only for "natural" biome assignment. + // Ocean is handled separately (elevation < sea_level). + [JsonPropertyName("elevation_min")] public float ElevationMin { get; init; } = 0f; + [JsonPropertyName("elevation_max")] public float ElevationMax { get; init; } = 1f; + [JsonPropertyName("moisture_min")] public float MoistureMin { get; init; } = 0f; + [JsonPropertyName("moisture_max")] public float MoistureMax { get; init; } = 1f; + [JsonPropertyName("temp_min")] public float TempMin { get; init; } = 0f; + [JsonPropertyName("temp_max")] public float TempMax { get; init; } = 1f; + + /// Priority — higher-priority biomes win when multiple match. + [JsonPropertyName("priority")] + public int Priority { get; init; } = 0; + + /// True if this is a transition/mixed biome (not assignable from base rules). + [JsonPropertyName("is_transition")] + public bool IsTransition { get; init; } = false; + + // ── Parsed color cache ─────────────────────────────────────────────────── + private (byte R, byte G, byte B)? _parsedColor; + + public (byte R, byte G, byte B) ParsedColor() + { + if (_parsedColor.HasValue) return _parsedColor.Value; + string hex = Color.TrimStart('#'); + byte r = Convert.ToByte(hex[..2], 16); + byte g = Convert.ToByte(hex[2..4], 16); + byte b = Convert.ToByte(hex[4..6], 16); + _parsedColor = (r, g, b); + return _parsedColor.Value; + } + + /// How well this biome matches the given (e, m, t) values. Returns 0 if outside range. + public float Score(float e, float m, float t) + { + if (e < ElevationMin || e > ElevationMax) return 0f; + if (m < MoistureMin || m > MoistureMax) return 0f; + if (t < TempMin || t > TempMax) return 0f; + + // Score = how close the values are to the center of the range (prefer tighter fits) + float eMid = (ElevationMin + ElevationMax) * 0.5f; + float mMid = (MoistureMin + MoistureMax) * 0.5f; + float tMid = (TempMin + TempMax) * 0.5f; + + float eHalf = (ElevationMax - ElevationMin) * 0.5f + 0.001f; + float mHalf = (MoistureMax - MoistureMin) * 0.5f + 0.001f; + float tHalf = (TempMax - TempMin) * 0.5f + 0.001f; + + float closeness = 1f - (MathF.Abs(e - eMid)/eHalf + MathF.Abs(m - mMid)/mHalf + MathF.Abs(t - tMid)/tHalf) / 3f; + return closeness + Priority * 0.5f; + } +} diff --git a/Theriapolis.Core/Data/BuildingTemplateDef.cs b/Theriapolis.Core/Data/BuildingTemplateDef.cs new file mode 100644 index 0000000..92f9270 --- /dev/null +++ b/Theriapolis.Core/Data/BuildingTemplateDef.cs @@ -0,0 +1,108 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M0 — definition of a single stampable building (inn, shop, house, +/// magistrate, etc.). Loaded from Content/Data/building_templates/*.json. +/// +/// A template describes: +/// - The building's footprint in tactical tiles. +/// - Where doors sit on the perimeter. +/// - Which interior cells get specific furniture (counter, bed, hearth, sign). +/// - Which "roles" the building offers (innkeeper, shopkeeper, guard) and +/// where each role's resident NPC stands when the player walks in. +/// +/// Stamping draws walls along the perimeter, floors inside, doors at the +/// declared door cells, and decorations at the declared deco cells. Spawn +/// records for roles are emitted into the chunk's +/// list as (Phase 6 M1). +/// +public sealed record BuildingTemplateDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// Footprint width in tactical tiles. Includes perimeter walls. + [JsonPropertyName("footprint_w_tiles")] + public int FootprintWTiles { get; init; } = 1; + + /// Footprint height in tactical tiles. Includes perimeter walls. + [JsonPropertyName("footprint_h_tiles")] + public int FootprintHTiles { get; init; } = 1; + + /// Lowest settlement tier this template is eligible for (4 = village+). + [JsonPropertyName("min_tier_eligible")] + public int MinTierEligible { get; init; } = 5; + + /// Door positions in template-local coords (0..W-1, 0..H-1). + [JsonPropertyName("doors")] + public BuildingDoor[] Doors { get; init; } = Array.Empty(); + + /// Decorations in template-local coords. + [JsonPropertyName("decos")] + public BuildingDecoPlacement[] Decos { get; init; } = Array.Empty(); + + /// Resident roles (innkeeper, shopkeeper, guard, ...). + [JsonPropertyName("roles")] + public BuildingRole[] Roles { get; init; } = Array.Empty(); + + /// + /// Optional biome filter. Empty = eligible everywhere. Otherwise the + /// settlement's home tile must be one of these biome ids. + /// + [JsonPropertyName("biome_filter")] + public string[] BiomeFilter { get; init; } = Array.Empty(); + + /// Selection weight in procedural Tier 2–5 layout rolls. Default 1.0. + [JsonPropertyName("weight")] + public float Weight { get; init; } = 1f; + + /// "civic" / "shop" / "house" / "inn" / "infrastructure" — used by procedural layout role mix. + [JsonPropertyName("category")] + public string Category { get; init; } = "house"; +} + +public sealed record BuildingDoor +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// Compass facing: "N" / "E" / "S" / "W". Door always sits on a perimeter cell. + [JsonPropertyName("facing")] + public string Facing { get; init; } = "S"; +} + +public sealed record BuildingDecoPlacement +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// Deco kind name: "counter" / "bed" / "hearth" / "sign". + [JsonPropertyName("deco")] + public string Deco { get; init; } = ""; +} + +public sealed record BuildingRole +{ + /// Role tag inside the template (e.g. "innkeeper", "shopkeeper", "guard"). + [JsonPropertyName("tag")] + public string Tag { get; init; } = ""; + + /// Spawn point in template-local coords. Must be an interior cell. + [JsonPropertyName("spawn_at")] + public int[] SpawnAt { get; init; } = new[] { 1, 1 }; + + /// True if this role may be omitted in a procedural layout (slot left empty). + [JsonPropertyName("optional")] + public bool Optional { get; init; } = false; +} diff --git a/Theriapolis.Core/Data/CladeDef.cs b/Theriapolis.Core/Data/CladeDef.cs new file mode 100644 index 0000000..2d825d1 --- /dev/null +++ b/Theriapolis.Core/Data/CladeDef.cs @@ -0,0 +1,39 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable clade (race-equivalent) record loaded from clades.json. +/// Defines the broad biological family — Canidae, Felidae, etc. — +/// plus the ability mods, traits, and detriments shared by all member +/// species. See clades.md for the authoritative content. +/// +public sealed record CladeDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// STR/DEX/CON/INT/WIS/CHA → modifier (typically +1 each on two abilities). + [JsonPropertyName("ability_mods")] + public Dictionary AbilityMods { get; init; } = new(); + + [JsonPropertyName("traits")] + public TraitDef[] Traits { get; init; } = Array.Empty(); + + [JsonPropertyName("detriments")] + public TraitDef[] Detriments { get; init; } = Array.Empty(); + + [JsonPropertyName("languages")] + public string[] Languages { get; init; } = Array.Empty(); + + /// + /// "Predator" / "Prey" — surfaces in dialogue + faction-affinity logic + /// (Phase 6) and gates a few class features in Phase 5 (e.g. Feral + /// level-20 Apex Predator vs Apex Prey). + /// + [JsonPropertyName("kind")] + public string Kind { get; init; } = "predator"; +} diff --git a/Theriapolis.Core/Data/ClassDef.cs b/Theriapolis.Core/Data/ClassDef.cs new file mode 100644 index 0000000..f0ec95c --- /dev/null +++ b/Theriapolis.Core/Data/ClassDef.cs @@ -0,0 +1,129 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable class definition loaded from classes.json. Phase 5 reads +/// every field — including the full level table — but only level-1 +/// features have runtime effect; higher-level entries are forward-compat +/// scaffolding for the level-up flow shipped in Phase 5.5 / 6. +/// +public sealed record ClassDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// Hit die size: 6 / 8 / 10 / 12. + [JsonPropertyName("hit_die")] + public int HitDie { get; init; } = 8; + + /// Primary ability key(s) (STR / DEX / CON / INT / WIS / CHA). + [JsonPropertyName("primary_ability")] + public string[] PrimaryAbility { get; init; } = Array.Empty(); + + /// Saving-throw proficiencies. + [JsonPropertyName("saves")] + public string[] Saves { get; init; } = Array.Empty(); + + /// Armor proficiency tags: "light", "medium", "heavy", "shields". + [JsonPropertyName("armor_proficiencies")] + public string[] ArmorProficiencies { get; init; } = Array.Empty(); + + /// Weapon proficiency tags: "simple", "martial", "natural", or specific item ids. + [JsonPropertyName("weapon_proficiencies")] + public string[] WeaponProficiencies { get; init; } = Array.Empty(); + + /// Tool proficiency tags. + [JsonPropertyName("tool_proficiencies")] + public string[] ToolProficiencies { get; init; } = Array.Empty(); + + [JsonPropertyName("skills_choose")] + public int SkillsChoose { get; init; } = 0; + + [JsonPropertyName("skill_options")] + public string[] SkillOptions { get; init; } = Array.Empty(); + + /// + /// Per-level entries. Level 1..20. Phase 5 only consults level 1, but + /// the full table loads so the level-up flow doesn't need a schema bump. + /// + [JsonPropertyName("level_table")] + public ClassLevelEntry[] LevelTable { get; init; } = Array.Empty(); + + /// Description of each named feature referenced from level_table. + [JsonPropertyName("feature_definitions")] + public Dictionary FeatureDefinitions { get; init; } = new(); + + /// Allowed subclass ids (cross-reference into subclasses.json). + [JsonPropertyName("subclass_ids")] + public string[] SubclassIds { get; init; } = Array.Empty(); + + /// + /// Items handed to a level-1 character of this class at creation time. + /// adds each entry to the + /// inventory and, if is true, + /// equips it into . + /// + [JsonPropertyName("starting_kit")] + public StartingKitItem[] StartingKit { get; init; } = Array.Empty(); +} + +/// +/// One row in : the item id, quantity, and +/// optional auto-equip target. ItemId must resolve against items.json. +/// +public sealed record StartingKitItem +{ + [JsonPropertyName("item_id")] + public string ItemId { get; init; } = ""; + + [JsonPropertyName("qty")] + public int Qty { get; init; } = 1; + + /// If true, the item is equipped into at creation. + [JsonPropertyName("auto_equip")] + public bool AutoEquip { get; init; } = false; + + /// "main_hand" / "off_hand" / "body" / "helm" / "cloak" / "boots" / "adaptive_pack" / etc. + [JsonPropertyName("equip_slot")] + public string EquipSlot { get; init; } = ""; +} + +public sealed record ClassLevelEntry +{ + [JsonPropertyName("level")] + public int Level { get; init; } = 1; + + [JsonPropertyName("prof")] + public int ProficiencyBonus { get; init; } = 2; + + /// Feature ids unlocked at this level. Resolves into . + [JsonPropertyName("features")] + public string[] Features { get; init; } = Array.Empty(); +} + +public sealed record ClassFeatureDef +{ + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + [JsonPropertyName("description")] + public string Description { get; init; } = ""; + + /// "passive", "active", "choice", "bonus_action", "reaction", "stub". + [JsonPropertyName("kind")] + public string Kind { get; init; } = "passive"; + + [JsonPropertyName("uses_per_short_rest")] + public int? UsesPerShortRest { get; init; } + + [JsonPropertyName("uses_per_long_rest")] + public int? UsesPerLongRest { get; init; } + + /// For "choice" features: the available pick ids. + [JsonPropertyName("options")] + public string[]? Options { get; init; } +} diff --git a/Theriapolis.Core/Data/ContentLoader.cs b/Theriapolis.Core/Data/ContentLoader.cs new file mode 100644 index 0000000..41f45bd --- /dev/null +++ b/Theriapolis.Core/Data/ContentLoader.cs @@ -0,0 +1,1000 @@ +using System.Text.Json; + +namespace Theriapolis.Core.Data; + +/// +/// Loads and validates all JSON content files from the Data directory. +/// Fails loudly on any missing file, broken reference, or malformed data. +/// +public sealed class ContentLoader +{ + private static readonly JsonSerializerOptions JsonOptions = new() + { + ReadCommentHandling = JsonCommentHandling.Skip, + AllowTrailingCommas = true, + PropertyNameCaseInsensitive = true, + }; + + public string DataDirectory { get; } + + public ContentLoader(string dataDirectory) + { + DataDirectory = dataDirectory; + } + + public MacroTemplate LoadMacroTemplate() + { + string path = Path.Combine(DataDirectory, "macro_template.json"); + var template = Load(path); + if (template.Width != C.MACRO_GRID_WIDTH || template.Height != C.MACRO_GRID_HEIGHT) + Fail(path, $"Expected {C.MACRO_GRID_WIDTH}×{C.MACRO_GRID_HEIGHT}, got {template.Width}×{template.Height}"); + return template; + } + + public BiomeDef[] LoadBiomes() + { + string path = Path.Combine(DataDirectory, "biomes.json"); + var biomes = Load(path); + if (biomes.Length == 0) + Fail(path, "Biome list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var b in biomes) + { + if (string.IsNullOrWhiteSpace(b.Id)) + Fail(path, "Biome entry has empty id"); + if (!ids.Add(b.Id)) + Fail(path, $"Duplicate biome id: {b.Id}"); + } + return biomes; + } + + public FactionDef[] LoadFactions() + { + string path = Path.Combine(DataDirectory, "factions.json"); + var factions = Load(path); + if (factions.Length == 0) + Fail(path, "Faction list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var f in factions) + { + if (string.IsNullOrWhiteSpace(f.Id)) + Fail(path, "Faction entry has empty id"); + if (!ids.Add(f.Id)) + Fail(path, $"Duplicate faction id: {f.Id}"); + } + return factions; + } + + // ── Phase 5: character + content loaders ───────────────────────────── + + public CladeDef[] LoadClades() + { + string path = Path.Combine(DataDirectory, "clades.json"); + var clades = Load(path); + if (clades.Length == 0) + Fail(path, "Clade list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var c in clades) + { + if (string.IsNullOrWhiteSpace(c.Id)) + Fail(path, "Clade entry has empty id"); + if (!ids.Add(c.Id)) + Fail(path, $"Duplicate clade id: {c.Id}"); + if (c.Kind != "predator" && c.Kind != "prey") + Fail(path, $"Clade '{c.Id}' has invalid kind '{c.Kind}' (expected 'predator' or 'prey')"); + } + return clades; + } + + public SpeciesDef[] LoadSpecies(IReadOnlyCollection clades) + { + string path = Path.Combine(DataDirectory, "species.json"); + var species = Load(path); + if (species.Length == 0) + Fail(path, "Species list is empty"); + var cladeIds = new HashSet(clades.Select(c => c.Id), StringComparer.OrdinalIgnoreCase); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var s in species) + { + if (string.IsNullOrWhiteSpace(s.Id)) + Fail(path, "Species entry has empty id"); + if (!ids.Add(s.Id)) + Fail(path, $"Duplicate species id: {s.Id}"); + if (!cladeIds.Contains(s.CladeId)) + Fail(path, $"Species '{s.Id}' references unknown clade_id '{s.CladeId}'"); + } + return species; + } + + public ClassDef[] LoadClasses() + { + string path = Path.Combine(DataDirectory, "classes.json"); + var classes = Load(path); + if (classes.Length == 0) + Fail(path, "Class list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var c in classes) + { + if (string.IsNullOrWhiteSpace(c.Id)) + Fail(path, "Class entry has empty id"); + if (!ids.Add(c.Id)) + Fail(path, $"Duplicate class id: {c.Id}"); + if (c.HitDie != 6 && c.HitDie != 8 && c.HitDie != 10 && c.HitDie != 12) + Fail(path, $"Class '{c.Id}' has invalid hit_die {c.HitDie} (expected 6, 8, 10, or 12)"); + if (c.LevelTable.Length == 0) + Fail(path, $"Class '{c.Id}' has empty level_table"); + // Level 1 must be present and have at least one feature + var lv1 = Array.Find(c.LevelTable, e => e.Level == 1); + if (lv1 is null) + Fail(path, $"Class '{c.Id}' has no level 1 entry in level_table"); + // Cross-check feature ids against the feature_definitions dictionary + foreach (var entry in c.LevelTable) + foreach (var feat in entry.Features) + if (!c.FeatureDefinitions.ContainsKey(feat)) + Fail(path, $"Class '{c.Id}' level {entry.Level} references undefined feature '{feat}'"); + } + return classes; + } + + public SubclassDef[] LoadSubclasses(IReadOnlyCollection classes) + { + string path = Path.Combine(DataDirectory, "subclasses.json"); + var subs = Load(path); + // Empty allowed: subclasses are flavor in Phase 5; mechanics deferred. + var classIds = new HashSet(classes.Select(c => c.Id), StringComparer.OrdinalIgnoreCase); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var s in subs) + { + if (string.IsNullOrWhiteSpace(s.Id)) + Fail(path, "Subclass entry has empty id"); + if (!ids.Add(s.Id)) + Fail(path, $"Duplicate subclass id: {s.Id}"); + if (!classIds.Contains(s.ClassId)) + Fail(path, $"Subclass '{s.Id}' references unknown class_id '{s.ClassId}'"); + } + return subs; + } + + public BackgroundDef[] LoadBackgrounds() + { + string path = Path.Combine(DataDirectory, "backgrounds.json"); + var bgs = Load(path); + if (bgs.Length == 0) + Fail(path, "Background list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var b in bgs) + { + if (string.IsNullOrWhiteSpace(b.Id)) + Fail(path, "Background entry has empty id"); + if (!ids.Add(b.Id)) + Fail(path, $"Duplicate background id: {b.Id}"); + } + return bgs; + } + + public ItemDef[] LoadItems() + { + string path = Path.Combine(DataDirectory, "items.json"); + var items = Load(path); + if (items.Length == 0) + Fail(path, "Item list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var validKinds = new HashSet { + "weapon", "armor", "shield", "consumable", "gear", "natural_weapon_enhancer" + }; + foreach (var i in items) + { + if (string.IsNullOrWhiteSpace(i.Id)) + Fail(path, "Item entry has empty id"); + if (!ids.Add(i.Id)) + Fail(path, $"Duplicate item id: {i.Id}"); + if (!validKinds.Contains(i.Kind)) + Fail(path, $"Item '{i.Id}' has invalid kind '{i.Kind}'"); + if (i.Kind == "weapon" && string.IsNullOrWhiteSpace(i.Damage)) + Fail(path, $"Weapon item '{i.Id}' has empty damage expression"); + if (i.Kind == "armor" && i.AcBase <= 0) + Fail(path, $"Armor item '{i.Id}' has non-positive ac_base {i.AcBase}"); + } + return items; + } + + public LootTableDef[] LoadLootTables(IReadOnlyCollection? items = null) + { + string path = Path.Combine(DataDirectory, "loot_tables.json"); + if (!File.Exists(path)) return System.Array.Empty(); + var tables = Load(path); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var itemIds = items is null + ? null + : new HashSet(items.Select(i => i.Id), StringComparer.OrdinalIgnoreCase); + foreach (var t in tables) + { + if (string.IsNullOrWhiteSpace(t.Id)) + Fail(path, "Loot table has empty id"); + if (!ids.Add(t.Id)) + Fail(path, $"Duplicate loot table id: {t.Id}"); + foreach (var d in t.Drops) + { + if (string.IsNullOrWhiteSpace(d.ItemId)) + Fail(path, $"Loot table '{t.Id}' has empty item_id in a drop"); + if (itemIds is not null && !itemIds.Contains(d.ItemId)) + Fail(path, $"Loot table '{t.Id}' references unknown item '{d.ItemId}'"); + if (d.Chance < 0f || d.Chance > 1f) + Fail(path, $"Loot table '{t.Id}' drop '{d.ItemId}' has chance {d.Chance} outside 0..1"); + if (d.QtyMin < 1 || d.QtyMax < d.QtyMin) + Fail(path, $"Loot table '{t.Id}' drop '{d.ItemId}' has invalid qty range {d.QtyMin}..{d.QtyMax}"); + } + } + return tables; + } + + // ── Phase 6 M0: settlement stamp content ───────────────────────────── + + /// + /// Load every JSON file in Content/Data/building_templates/. Each + /// file is one . Returns an empty + /// array if the directory doesn't exist (allows running tools/tests + /// against installs that haven't authored templates yet). + /// + public BuildingTemplateDef[] LoadBuildingTemplates() + { + string dir = Path.Combine(DataDirectory, "building_templates"); + if (!Directory.Exists(dir)) return Array.Empty(); + + var files = Directory.EnumerateFiles(dir, "*.json").OrderBy(p => p, StringComparer.Ordinal).ToArray(); + var defs = new List(files.Length); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var validDecos = new HashSet(StringComparer.OrdinalIgnoreCase) { "counter", "bed", "hearth", "sign" }; + + foreach (var path in files) + { + var def = Load(path); + if (string.IsNullOrWhiteSpace(def.Id)) + Fail(path, "Building template has empty id"); + if (!ids.Add(def.Id)) + Fail(path, $"Duplicate building template id: {def.Id}"); + if (def.FootprintWTiles < 3 || def.FootprintHTiles < 3) + Fail(path, $"Building '{def.Id}' footprint {def.FootprintWTiles}×{def.FootprintHTiles} is too small (need ≥3 each so an interior cell exists)"); + if (def.Doors.Length == 0) + Fail(path, $"Building '{def.Id}' has no doors"); + foreach (var d in def.Doors) + { + if (d.X < 0 || d.X >= def.FootprintWTiles || d.Y < 0 || d.Y >= def.FootprintHTiles) + Fail(path, $"Building '{def.Id}' door ({d.X},{d.Y}) outside footprint"); + bool perimeter = d.X == 0 || d.Y == 0 || d.X == def.FootprintWTiles - 1 || d.Y == def.FootprintHTiles - 1; + if (!perimeter) + Fail(path, $"Building '{def.Id}' door ({d.X},{d.Y}) is not on the perimeter"); + } + foreach (var deco in def.Decos) + { + if (deco.X <= 0 || deco.Y <= 0 || deco.X >= def.FootprintWTiles - 1 || deco.Y >= def.FootprintHTiles - 1) + Fail(path, $"Building '{def.Id}' deco at ({deco.X},{deco.Y}) is on perimeter (interior only)"); + if (!validDecos.Contains(deco.Deco)) + Fail(path, $"Building '{def.Id}' deco '{deco.Deco}' invalid (counter/bed/hearth/sign)"); + } + foreach (var role in def.Roles) + { + if (string.IsNullOrWhiteSpace(role.Tag)) + Fail(path, $"Building '{def.Id}' has a role with empty tag"); + if (role.SpawnAt.Length != 2) + Fail(path, $"Building '{def.Id}' role '{role.Tag}' spawn_at must be [x,y]"); + int rx = role.SpawnAt[0], ry = role.SpawnAt[1]; + if (rx <= 0 || ry <= 0 || rx >= def.FootprintWTiles - 1 || ry >= def.FootprintHTiles - 1) + Fail(path, $"Building '{def.Id}' role '{role.Tag}' spawn at ({rx},{ry}) is on perimeter (interior only)"); + } + defs.Add(def); + } + return defs.ToArray(); + } + + /// + /// Load every JSON file in Content/Data/settlement_layouts/. + /// Files are individual s. + /// + public SettlementLayoutDef[] LoadSettlementLayouts(IReadOnlyCollection? buildings = null) + { + string dir = Path.Combine(DataDirectory, "settlement_layouts"); + if (!Directory.Exists(dir)) return Array.Empty(); + + var files = Directory.EnumerateFiles(dir, "*.json").OrderBy(p => p, StringComparer.Ordinal).ToArray(); + var defs = new List(files.Length); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var buildingIds = buildings is null + ? null + : new HashSet(buildings.Select(b => b.Id), StringComparer.OrdinalIgnoreCase); + + foreach (var path in files) + { + var def = Load(path); + if (string.IsNullOrWhiteSpace(def.Id)) + Fail(path, "Settlement layout has empty id"); + if (!ids.Add(def.Id)) + Fail(path, $"Duplicate settlement layout id: {def.Id}"); + if (def.Kind != "preset" && def.Kind != "procedural") + Fail(path, $"Settlement layout '{def.Id}' kind '{def.Kind}' invalid (preset/procedural)"); + + if (def.Kind == "preset") + { + if (string.IsNullOrWhiteSpace(def.Anchor)) + Fail(path, $"Preset layout '{def.Id}' missing anchor"); + if (def.Buildings.Length == 0) + Fail(path, $"Preset layout '{def.Id}' has no buildings"); + foreach (var b in def.Buildings) + { + if (string.IsNullOrWhiteSpace(b.Template)) + Fail(path, $"Preset layout '{def.Id}' has a placement with empty template"); + if (b.Offset.Length != 2) + Fail(path, $"Preset layout '{def.Id}' placement of '{b.Template}' offset must be [x,y]"); + if (buildingIds is not null && !buildingIds.Contains(b.Template)) + Fail(path, $"Preset layout '{def.Id}' references unknown building template '{b.Template}'"); + } + } + else + { + if (def.Tier < 1 || def.Tier > 5) + Fail(path, $"Procedural layout '{def.Id}' tier {def.Tier} must be 1..5"); + if (def.CategoryWeights.Count == 0) + Fail(path, $"Procedural layout '{def.Id}' missing category_weights"); + if (def.TargetBuildingCount < 1) + Fail(path, $"Procedural layout '{def.Id}' target_building_count must be ≥ 1"); + } + defs.Add(def); + } + + // Anchor uniqueness + var anchorIds = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var d in defs.Where(d => d.Kind == "preset")) + if (!anchorIds.Add(d.Anchor)) + Fail(Path.Combine(dir, d.Id + ".json"), $"Multiple preset layouts target anchor '{d.Anchor}'"); + + // Procedural tier uniqueness + var tiers = new HashSet(); + foreach (var d in defs.Where(d => d.Kind == "procedural")) + if (!tiers.Add(d.Tier)) + Fail(Path.Combine(dir, d.Id + ".json"), $"Multiple procedural layouts for tier {d.Tier}"); + + return defs.ToArray(); + } + + // ── Phase 6 M1: bias profiles + resident templates ────────────────── + + public BiasProfileDef[] LoadBiasProfiles(IReadOnlyCollection? clades = null, + IReadOnlyCollection? factions = null) + { + string path = Path.Combine(DataDirectory, "bias_profiles.json"); + if (!File.Exists(path)) return Array.Empty(); + var defs = Load(path); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var cladeIds = clades is null + ? null + : new HashSet(clades.Select(c => c.Id), StringComparer.OrdinalIgnoreCase); + var factionIds = factions is null + ? null + : new HashSet(factions.Select(f => f.Id), StringComparer.OrdinalIgnoreCase); + foreach (var p in defs) + { + if (string.IsNullOrWhiteSpace(p.Id)) + Fail(path, "Bias profile has empty id"); + if (!ids.Add(p.Id)) + Fail(path, $"Duplicate bias profile id: {p.Id}"); + if (cladeIds is not null) + foreach (var cid in p.CladeBias.Keys) + if (!cladeIds.Contains(cid)) + Fail(path, $"Bias profile '{p.Id}' references unknown clade '{cid}'"); + if (factionIds is not null) + foreach (var fid in p.FactionAffinity.Keys) + if (!factionIds.Contains(fid)) + Fail(path, $"Bias profile '{p.Id}' references unknown faction '{fid}'"); + } + return defs; + } + + public ResidentTemplateDef[] LoadResidentTemplates( + IReadOnlyCollection? biasProfiles = null, + IReadOnlyCollection? clades = null, + IReadOnlyCollection? species = null, + IReadOnlyCollection? factions = null) + { + string path = Path.Combine(DataDirectory, "resident_templates.json"); + if (!File.Exists(path)) return Array.Empty(); + var defs = Load(path); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var biasIds = biasProfiles is null + ? null + : new HashSet(biasProfiles.Select(b => b.Id), StringComparer.OrdinalIgnoreCase); + var cladeIds = clades is null + ? null + : new HashSet(clades.Select(c => c.Id), StringComparer.OrdinalIgnoreCase); + var speciesIds = species is null + ? null + : new HashSet(species.Select(s => s.Id), StringComparer.OrdinalIgnoreCase); + var factionIds = factions is null + ? null + : new HashSet(factions.Select(f => f.Id), StringComparer.OrdinalIgnoreCase); + foreach (var r in defs) + { + if (string.IsNullOrWhiteSpace(r.Id)) + Fail(path, "Resident template has empty id"); + if (!ids.Add(r.Id)) + Fail(path, $"Duplicate resident template id: {r.Id}"); + if (string.IsNullOrWhiteSpace(r.RoleTag)) + Fail(path, $"Resident template '{r.Id}' has empty role_tag"); + if (biasIds is not null && !biasIds.Contains(r.BiasProfile)) + Fail(path, $"Resident template '{r.Id}' references unknown bias profile '{r.BiasProfile}'"); + if (!string.IsNullOrEmpty(r.Clade) && cladeIds is not null && !cladeIds.Contains(r.Clade)) + Fail(path, $"Resident template '{r.Id}' references unknown clade '{r.Clade}'"); + if (!string.IsNullOrEmpty(r.Species) && speciesIds is not null && !speciesIds.Contains(r.Species)) + Fail(path, $"Resident template '{r.Id}' references unknown species '{r.Species}'"); + if (!string.IsNullOrEmpty(r.Faction) && factionIds is not null && !factionIds.Contains(r.Faction)) + Fail(path, $"Resident template '{r.Id}' references unknown faction '{r.Faction}'"); + if (r.Named && (string.IsNullOrEmpty(r.Clade) || string.IsNullOrEmpty(r.Species))) + Fail(path, $"Named resident template '{r.Id}' must declare both clade and species"); + if (r.Named && string.IsNullOrEmpty(r.Name)) + Fail(path, $"Named resident template '{r.Id}' must declare a display name"); + } + // Named role_tags must be unique — only one NPC can occupy "millhaven.innkeeper". + var namedTags = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var r in defs) + { + if (!r.Named) continue; + if (!namedTags.Add(r.RoleTag)) + Fail(path, $"Multiple named templates target role_tag '{r.RoleTag}'"); + } + return defs; + } + + // ── Phase 6 M3: dialogue trees ────────────────────────────────────── + + /// + /// Load every JSON file in Content/Data/dialogues/. Each file is + /// one . Returns an empty array when the + /// directory doesn't exist (early-stage installs that haven't authored + /// trees yet). + /// + public DialogueDef[] LoadDialogues(IReadOnlyCollection? items = null) + { + string dir = Path.Combine(DataDirectory, "dialogues"); + if (!Directory.Exists(dir)) return Array.Empty(); + + var files = Directory.EnumerateFiles(dir, "*.json").OrderBy(p => p, StringComparer.Ordinal).ToArray(); + var defs = new List(files.Length); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var itemIds = items is null + ? null + : new HashSet(items.Select(i => i.Id), StringComparer.OrdinalIgnoreCase); + + var validConditions = new HashSet(StringComparer.OrdinalIgnoreCase) + { + "rep_at_least", "rep_below", "has_item", "not_has_item", + "has_flag", "not_has_flag", "ability_min", + }; + var validEffects = new HashSet(StringComparer.OrdinalIgnoreCase) + { + "set_flag", "clear_flag", "give_item", "take_item", + "rep_event", "open_shop", "start_quest", "give_xp", + }; + + foreach (var path in files) + { + var def = Load(path); + if (string.IsNullOrWhiteSpace(def.Id)) + Fail(path, "Dialogue tree has empty id"); + if (!ids.Add(def.Id)) + Fail(path, $"Duplicate dialogue id: {def.Id}"); + if (string.IsNullOrWhiteSpace(def.Root)) + Fail(path, $"Dialogue '{def.Id}' has empty root id"); + if (def.Nodes.Length == 0) + Fail(path, $"Dialogue '{def.Id}' has no nodes"); + + // Node id uniqueness + reachability + reference checks. + var nodeIds = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var node in def.Nodes) + { + if (string.IsNullOrWhiteSpace(node.Id)) + Fail(path, $"Dialogue '{def.Id}' node has empty id"); + if (!nodeIds.Add(node.Id)) + Fail(path, $"Dialogue '{def.Id}' duplicate node id '{node.Id}'"); + if (node.Options.Length > C.DIALOGUE_MAX_OPTIONS_PER_NODE) + Fail(path, $"Dialogue '{def.Id}' node '{node.Id}' has {node.Options.Length} options (max {C.DIALOGUE_MAX_OPTIONS_PER_NODE})"); + } + if (!nodeIds.Contains(def.Root)) + Fail(path, $"Dialogue '{def.Id}' root id '{def.Root}' not in node list"); + + foreach (var node in def.Nodes) + { + foreach (var eff in node.OnEnter) ValidateEffect(path, def.Id, node.Id, eff, validEffects, itemIds); + foreach (var opt in node.Options) + { + foreach (var c in opt.Conditions) + { + if (!validConditions.Contains(c.Kind)) + Fail(path, $"Dialogue '{def.Id}' node '{node.Id}' has unknown condition kind '{c.Kind}'"); + if ((c.Kind == "has_item" || c.Kind == "not_has_item") && + itemIds is not null && !string.IsNullOrEmpty(c.Id) && !itemIds.Contains(c.Id)) + Fail(path, $"Dialogue '{def.Id}' references unknown item '{c.Id}'"); + } + foreach (var eff in opt.Effects) ValidateEffect(path, def.Id, node.Id, eff, validEffects, itemIds); + foreach (var eff in opt.EffectsOnSuccess) ValidateEffect(path, def.Id, node.Id, eff, validEffects, itemIds); + foreach (var eff in opt.EffectsOnFailure) ValidateEffect(path, def.Id, node.Id, eff, validEffects, itemIds); + + string? next = NormaliseNext(opt.Next); + if (next is not null && !nodeIds.Contains(next)) + Fail(path, $"Dialogue '{def.Id}' option in '{node.Id}' references unknown node '{next}'"); + string? nextS = NormaliseNext(opt.NextOnSuccess); + if (nextS is not null && !nodeIds.Contains(nextS)) + Fail(path, $"Dialogue '{def.Id}' option in '{node.Id}' references unknown node '{nextS}' (success)"); + string? nextF = NormaliseNext(opt.NextOnFailure); + if (nextF is not null && !nodeIds.Contains(nextF)) + Fail(path, $"Dialogue '{def.Id}' option in '{node.Id}' references unknown node '{nextF}' (failure)"); + + if (opt.SkillCheck is not null && string.IsNullOrEmpty(opt.SkillCheck.Skill)) + Fail(path, $"Dialogue '{def.Id}' skill_check option in '{node.Id}' has empty skill"); + } + } + defs.Add(def); + } + return defs.ToArray(); + } + + private static string? NormaliseNext(string raw) + { + if (string.IsNullOrEmpty(raw)) return null; + if (string.Equals(raw, "", StringComparison.OrdinalIgnoreCase)) return null; + return raw; + } + + private void ValidateEffect(string path, string dialogueId, string nodeId, DialogueEffectDef eff, + HashSet validKinds, HashSet? itemIds) + { + if (!validKinds.Contains(eff.Kind)) + Fail(path, $"Dialogue '{dialogueId}' node '{nodeId}' has unknown effect kind '{eff.Kind}'"); + if ((eff.Kind == "give_item" || eff.Kind == "take_item") + && itemIds is not null && !string.IsNullOrEmpty(eff.Id) && !itemIds.Contains(eff.Id)) + Fail(path, $"Dialogue '{dialogueId}' references unknown item '{eff.Id}'"); + if ((eff.Kind == "set_flag" || eff.Kind == "clear_flag") && string.IsNullOrEmpty(eff.Flag)) + Fail(path, $"Dialogue '{dialogueId}' set_flag/clear_flag missing flag id in '{nodeId}'"); + } + + // ── Phase 6 M4: quest trees ───────────────────────────────────────── + + /// + /// Load every JSON file in Content/Data/quests/. Each file is + /// one . Validates structure + cross-refs. + /// + public QuestDef[] LoadQuests(IReadOnlyCollection? items = null) + { + string dir = Path.Combine(DataDirectory, "quests"); + if (!Directory.Exists(dir)) return Array.Empty(); + + var files = Directory.EnumerateFiles(dir, "*.json").OrderBy(p => p, StringComparer.Ordinal).ToArray(); + var defs = new List(files.Length); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var itemIds = items is null + ? null + : new HashSet(items.Select(i => i.Id), StringComparer.OrdinalIgnoreCase); + + var validConditions = new HashSet(StringComparer.OrdinalIgnoreCase) + { + "flag_set", "flag_clear", "flag_at_least", + "enter_anchor", "enter_role_proximity", + "npc_dead", "npc_alive", + "time_elapsed_seconds", + "rep_at_least", "rep_below", + "has_item", "not_has_item", + "quest_complete", "quest_active", + "dialogue_choice", + }; + var validEffects = new HashSet(StringComparer.OrdinalIgnoreCase) + { + "set_flag", "clear_flag", "give_item", "take_item", + "give_xp", "rep_event", + "spawn_npc", "despawn_npc", + "start_quest", "end_quest", "fail_quest", + }; + + foreach (var path in files) + { + var def = Load(path); + if (string.IsNullOrWhiteSpace(def.Id)) + Fail(path, "Quest has empty id"); + if (!ids.Add(def.Id)) + Fail(path, $"Duplicate quest id: {def.Id}"); + if (string.IsNullOrWhiteSpace(def.EntryStep)) + Fail(path, $"Quest '{def.Id}' has empty entry_step"); + if (def.Steps.Length == 0) + Fail(path, $"Quest '{def.Id}' has no steps"); + + var stepIds = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var step in def.Steps) + { + if (string.IsNullOrWhiteSpace(step.Id)) + Fail(path, $"Quest '{def.Id}' has a step with empty id"); + if (!stepIds.Add(step.Id)) + Fail(path, $"Quest '{def.Id}' duplicate step id '{step.Id}'"); + } + if (!stepIds.Contains(def.EntryStep)) + Fail(path, $"Quest '{def.Id}' entry_step '{def.EntryStep}' not in step list"); + + foreach (var cond in def.AutoStartWhen) + ValidateQuestCondition(path, def.Id, "", cond, validConditions, itemIds); + foreach (var step in def.Steps) + { + foreach (var cond in step.TriggerConditions) + ValidateQuestCondition(path, def.Id, step.Id, cond, validConditions, itemIds); + foreach (var eff in step.OnEnter) + ValidateQuestEffect(path, def.Id, step.Id, eff, validEffects, itemIds); + foreach (var outcome in step.Outcomes) + { + foreach (var cond in outcome.When) + ValidateQuestCondition(path, def.Id, step.Id, cond, validConditions, itemIds); + foreach (var eff in outcome.Effects) + ValidateQuestEffect(path, def.Id, step.Id, eff, validEffects, itemIds); + string? n = NormaliseQuestNext(outcome.Next); + if (n is not null && !stepIds.Contains(n)) + Fail(path, $"Quest '{def.Id}' step '{step.Id}' outcome.next '{n}' not in step list"); + } + } + defs.Add(def); + } + return defs.ToArray(); + } + + private static string? NormaliseQuestNext(string raw) + { + if (string.IsNullOrEmpty(raw)) return null; + if (string.Equals(raw, "", StringComparison.OrdinalIgnoreCase)) return null; + return raw; + } + + private void ValidateQuestCondition(string path, string questId, string where, QuestConditionDef c, + HashSet validKinds, HashSet? itemIds) + { + if (!validKinds.Contains(c.Kind)) + Fail(path, $"Quest '{questId}' [{where}] has unknown condition kind '{c.Kind}'"); + if ((c.Kind == "has_item" || c.Kind == "not_has_item") + && itemIds is not null && !string.IsNullOrEmpty(c.Id) && !itemIds.Contains(c.Id)) + Fail(path, $"Quest '{questId}' [{where}] references unknown item '{c.Id}'"); + } + + private void ValidateQuestEffect(string path, string questId, string stepId, QuestEffectDef e, + HashSet validKinds, HashSet? itemIds) + { + if (!validKinds.Contains(e.Kind)) + Fail(path, $"Quest '{questId}' step '{stepId}' has unknown effect kind '{e.Kind}'"); + if ((e.Kind == "give_item" || e.Kind == "take_item") + && itemIds is not null && !string.IsNullOrEmpty(e.Id) && !itemIds.Contains(e.Id)) + Fail(path, $"Quest '{questId}' references unknown item '{e.Id}'"); + if ((e.Kind == "set_flag" || e.Kind == "clear_flag") && string.IsNullOrEmpty(e.Flag)) + Fail(path, $"Quest '{questId}' step '{stepId}' set_flag/clear_flag missing flag id"); + } + + public NpcTemplateContent LoadNpcTemplates(IReadOnlyCollection? items = null, + IReadOnlyCollection? factions = null) + { + string path = Path.Combine(DataDirectory, "npc_templates.json"); + var content = Load(path); + if (content.Templates.Length == 0) + Fail(path, "NPC template list is empty"); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + var factionIds = factions is null + ? null + : new HashSet(factions.Select(f => f.Id), StringComparer.OrdinalIgnoreCase); + foreach (var t in content.Templates) + { + if (string.IsNullOrWhiteSpace(t.Id)) + Fail(path, "NPC template has empty id"); + if (!ids.Add(t.Id)) + Fail(path, $"Duplicate NPC template id: {t.Id}"); + if (t.Hp <= 0) + Fail(path, $"NPC template '{t.Id}' has non-positive hp {t.Hp}"); + if (t.Ac <= 0) + Fail(path, $"NPC template '{t.Id}' has non-positive ac {t.Ac}"); + if (!string.IsNullOrEmpty(t.Faction) && factionIds is not null && !factionIds.Contains(t.Faction)) + Fail(path, $"NPC template '{t.Id}' references unknown faction '{t.Faction}'"); + } + // Per-zone lookup must reference real templates if present + foreach (var (kind, byZone) in content.SpawnKindToTemplateByZone) + foreach (var tid in byZone) + if (!ids.Contains(tid)) + Fail(path, $"spawn_kind_to_template_by_zone['{kind}'] references unknown template '{tid}'"); + // Phase 7 M2 — per-dungeon-type lookup must also reference real templates. + var validDungeonTypes = new HashSet(StringComparer.OrdinalIgnoreCase) + { "ImperiumRuin", "AbandonedMine", "CultDen", "NaturalCave", "OvergrownSettlement" }; + foreach (var (dungeonType, byKind) in content.SpawnKindToTemplateByDungeonType) + { + if (!validDungeonTypes.Contains(dungeonType)) + Fail(path, $"spawn_kind_to_template_by_dungeon_type has invalid type '{dungeonType}'"); + foreach (var (kind, tid) in byKind) + if (!ids.Contains(tid)) + Fail(path, $"spawn_kind_to_template_by_dungeon_type['{dungeonType}']['{kind}'] references unknown template '{tid}'"); + } + return content; + } + + // ── Phase 7 M0: room templates + dungeon layouts ───────────────────── + + /// + /// Load every JSON file under Content/Data/room_templates/<type>/ + /// (recursive scan). Each file is one . + /// Validates id uniqueness, grid dimensions vs declared footprint, + /// perimeter wall completeness, and that every D/@/ + /// C/T char in the grid has a matching slot record. + /// Returns an empty array when the directory doesn't exist (early-stage + /// installs that haven't authored templates yet). + /// + public RoomTemplateDef[] LoadRoomTemplates() + { + string dir = Path.Combine(DataDirectory, "room_templates"); + if (!Directory.Exists(dir)) return Array.Empty(); + + // Recursive — typical layout is room_templates/imperium/*.json, + // room_templates/mine/*.json, etc. + var files = Directory.EnumerateFiles(dir, "*.json", SearchOption.AllDirectories) + .OrderBy(p => p, StringComparer.Ordinal).ToArray(); + var defs = new List(files.Length); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + + var validTypes = new HashSet(StringComparer.OrdinalIgnoreCase) + { "imperium", "mine", "cult", "cave", "overgrown" }; + var validBuiltBy = new HashSet(StringComparer.OrdinalIgnoreCase) + { "canid", "felid", "mustelid", "ursid", "cervid", "bovid", "leporid", "imperium", "none" }; + var validSizes = new HashSet(StringComparer.OrdinalIgnoreCase) + { "small", "medium", "large" }; + var validRoles = new HashSet(StringComparer.OrdinalIgnoreCase) + { "entry", "transit", "narrative", "loot", "boss", "dead-end" }; + var validDecos = new HashSet(StringComparer.OrdinalIgnoreCase) + { "pillar", "brazier", "mosaic", "imperium_statue" }; + var validLockTiers = new HashSet(StringComparer.OrdinalIgnoreCase) + { "", "trivial", "easy", "medium", "hard" }; + var validBands = new HashSet(StringComparer.OrdinalIgnoreCase) + { "t1", "t2", "t3" }; + var validSpawnKinds = new HashSet(StringComparer.OrdinalIgnoreCase) + { "PoiGuard", "WildAnimal", "Brigand", "Boss" }; + + foreach (var path in files) + { + var def = Load(path); + if (string.IsNullOrWhiteSpace(def.Id)) + Fail(path, "Room template has empty id"); + if (!ids.Add(def.Id)) + Fail(path, $"Duplicate room template id: {def.Id}"); + if (!validTypes.Contains(def.Type)) + Fail(path, $"Room template '{def.Id}' has invalid type '{def.Type}'"); + if (!validBuiltBy.Contains(def.BuiltBy)) + Fail(path, $"Room template '{def.Id}' has invalid built_by '{def.BuiltBy}'"); + if (!validSizes.Contains(def.SizeClass)) + Fail(path, $"Room template '{def.Id}' has invalid size_class '{def.SizeClass}'"); + foreach (var role in def.RolesEligible) + if (!validRoles.Contains(role)) + Fail(path, $"Room template '{def.Id}' references invalid role '{role}'"); + if (def.RolesEligible.Length == 0) + Fail(path, $"Room template '{def.Id}' has no roles_eligible (must list at least one)"); + + if (def.FootprintWTiles < 4 || def.FootprintHTiles < 4) + Fail(path, $"Room template '{def.Id}' footprint {def.FootprintWTiles}×{def.FootprintHTiles} is too small (need ≥4 each)"); + if (def.Grid.Length != def.FootprintHTiles) + Fail(path, $"Room template '{def.Id}' grid has {def.Grid.Length} rows but footprint_h_tiles is {def.FootprintHTiles}"); + for (int y = 0; y < def.Grid.Length; y++) + if (def.Grid[y].Length != def.FootprintWTiles) + Fail(path, $"Room template '{def.Id}' grid row {y} has {def.Grid[y].Length} chars but footprint_w_tiles is {def.FootprintWTiles}"); + + // Perimeter walls — each border cell must be '#'. Doors carve + // through walls (tracked via the doors[] list, not the grid). + int w = def.FootprintWTiles, h = def.FootprintHTiles; + for (int x = 0; x < w; x++) + { + if (def.Grid[0][x] != '#' && def.Grid[0][x] != 'D' && def.Grid[0][x] != 'S') + Fail(path, $"Room template '{def.Id}' top perimeter cell ({x},0) is '{def.Grid[0][x]}' (expected '#'/'D'/'S')"); + if (def.Grid[h - 1][x] != '#' && def.Grid[h - 1][x] != 'D' && def.Grid[h - 1][x] != 'S') + Fail(path, $"Room template '{def.Id}' bottom perimeter cell ({x},{h - 1}) is '{def.Grid[h - 1][x]}' (expected '#'/'D'/'S')"); + } + for (int y = 0; y < h; y++) + { + if (def.Grid[y][0] != '#' && def.Grid[y][0] != 'D' && def.Grid[y][0] != 'S') + Fail(path, $"Room template '{def.Id}' left perimeter cell (0,{y}) is '{def.Grid[y][0]}' (expected '#'/'D'/'S')"); + if (def.Grid[y][w - 1] != '#' && def.Grid[y][w - 1] != 'D' && def.Grid[y][w - 1] != 'S') + Fail(path, $"Room template '{def.Id}' right perimeter cell ({w - 1},{y}) is '{def.Grid[y][w - 1]}' (expected '#'/'D'/'S')"); + } + + // Slot-record consistency — every D/@/C/T char in the grid + // must have a matching slot record at the same coords, and + // vice versa. + CheckSlotMatches(path, def, 'D', def.Doors.Select(d => (d.X, d.Y)), "doors"); + CheckSlotMatches(path, def, '@', def.EncounterSlots.Select(s => (s.X, s.Y)), "encounter_slots"); + CheckSlotMatches(path, def, 'C', def.ContainerSlots.Select(s => (s.X, s.Y)), "container_slots"); + CheckSlotMatches(path, def, 'T', def.TrapSlots.Select(s => (s.X, s.Y)), "trap_slots"); + + // Door perimeter check + foreach (var d in def.Doors) + { + if (d.X < 0 || d.X >= w || d.Y < 0 || d.Y >= h) + Fail(path, $"Room template '{def.Id}' door ({d.X},{d.Y}) outside footprint"); + bool perimeter = d.X == 0 || d.Y == 0 || d.X == w - 1 || d.Y == h - 1; + if (!perimeter) + Fail(path, $"Room template '{def.Id}' door ({d.X},{d.Y}) is not on the perimeter"); + if (!validLockTiers.Contains(d.Lock)) + Fail(path, $"Room template '{def.Id}' door ({d.X},{d.Y}) has invalid lock tier '{d.Lock}'"); + } + foreach (var s in def.EncounterSlots) + { + if (s.X <= 0 || s.Y <= 0 || s.X >= w - 1 || s.Y >= h - 1) + Fail(path, $"Room template '{def.Id}' encounter slot ({s.X},{s.Y}) is on perimeter (interior only)"); + if (!validSpawnKinds.Contains(s.Kind)) + Fail(path, $"Room template '{def.Id}' encounter slot kind '{s.Kind}' invalid"); + } + foreach (var s in def.ContainerSlots) + { + if (s.X <= 0 || s.Y <= 0 || s.X >= w - 1 || s.Y >= h - 1) + Fail(path, $"Room template '{def.Id}' container slot ({s.X},{s.Y}) is on perimeter (interior only)"); + if (!validBands.Contains(s.LootTableBand)) + Fail(path, $"Room template '{def.Id}' container slot band '{s.LootTableBand}' invalid"); + if (!validLockTiers.Contains(s.Lock)) + Fail(path, $"Room template '{def.Id}' container slot ({s.X},{s.Y}) lock tier '{s.Lock}' invalid"); + } + foreach (var s in def.TrapSlots) + { + if (s.X <= 0 || s.Y <= 0 || s.X >= w - 1 || s.Y >= h - 1) + Fail(path, $"Room template '{def.Id}' trap slot ({s.X},{s.Y}) is on perimeter (interior only)"); + if (s.Kind != "tripwire") + Fail(path, $"Room template '{def.Id}' trap kind '{s.Kind}' invalid (Phase 7 only ships tripwire)"); + if (s.DisarmDc != "trivial" && s.DisarmDc != "easy" && s.DisarmDc != "medium") + Fail(path, $"Room template '{def.Id}' trap disarm_dc '{s.DisarmDc}' invalid (trivial/easy/medium)"); + } + foreach (var d in def.Decos) + { + if (d.X <= 0 || d.Y <= 0 || d.X >= w - 1 || d.Y >= h - 1) + Fail(path, $"Room template '{def.Id}' deco at ({d.X},{d.Y}) is on perimeter (interior only)"); + if (!validDecos.Contains(d.Deco)) + Fail(path, $"Room template '{def.Id}' deco '{d.Deco}' invalid"); + } + defs.Add(def); + } + return defs.ToArray(); + } + + private static void CheckSlotMatches(string path, RoomTemplateDef def, char ch, + IEnumerable<(int x, int y)> slotCoords, string slotName) + { + // Collect every (x,y) position of `ch` in the grid. + var gridPositions = new HashSet<(int, int)>(); + for (int y = 0; y < def.FootprintHTiles; y++) + for (int x = 0; x < def.FootprintWTiles; x++) + if (def.Grid[y][x] == ch) gridPositions.Add((x, y)); + + var slotPositions = new HashSet<(int, int)>(slotCoords); + + foreach (var pos in gridPositions) + if (!slotPositions.Contains(pos)) + Fail(path, $"Room template '{def.Id}' grid char '{ch}' at ({pos.Item1},{pos.Item2}) has no matching {slotName} record"); + foreach (var pos in slotPositions) + if (!gridPositions.Contains(pos)) + Fail(path, $"Room template '{def.Id}' {slotName} record at ({pos.Item1},{pos.Item2}) has no matching grid '{ch}'"); + } + + /// + /// Load every JSON file in Content/Data/dungeon_layouts/. Each + /// file is one . Validates dungeon-type + /// + size-band + branching + room-count band ranges + loot-table + /// references against when supplied. + /// + public DungeonLayoutDef[] LoadDungeonLayouts(IReadOnlyCollection? rooms = null, + IReadOnlyCollection? lootTables = null) + { + string dir = Path.Combine(DataDirectory, "dungeon_layouts"); + if (!Directory.Exists(dir)) return Array.Empty(); + + var files = Directory.EnumerateFiles(dir, "*.json") + .OrderBy(p => p, StringComparer.Ordinal).ToArray(); + var defs = new List(files.Length); + var ids = new HashSet(StringComparer.OrdinalIgnoreCase); + + var validTypes = new HashSet(StringComparer.OrdinalIgnoreCase) + { "ImperiumRuin", "AbandonedMine", "CultDen", "NaturalCave", "OvergrownSettlement" }; + var validBands = new HashSet(StringComparer.OrdinalIgnoreCase) + { "small", "medium", "large" }; + var validBranching = new HashSet(StringComparer.OrdinalIgnoreCase) + { "linear", "branching", "loop" }; + var validRoles = new HashSet(StringComparer.OrdinalIgnoreCase) + { "entry", "transit", "narrative", "loot", "boss", "dead-end" }; + var validLootBands = new HashSet(StringComparer.OrdinalIgnoreCase) + { "t1", "t2", "t3" }; + + var roomIds = rooms is null + ? null + : new HashSet(rooms.Select(r => r.Id), StringComparer.OrdinalIgnoreCase); + var lootTableIds = lootTables is null + ? null + : new HashSet(lootTables.Select(t => t.Id), StringComparer.OrdinalIgnoreCase); + + foreach (var path in files) + { + var def = Load(path); + if (string.IsNullOrWhiteSpace(def.Id)) + Fail(path, "Dungeon layout has empty id"); + if (!ids.Add(def.Id)) + Fail(path, $"Duplicate dungeon layout id: {def.Id}"); + if (!validTypes.Contains(def.DungeonType)) + Fail(path, $"Dungeon layout '{def.Id}' has invalid dungeon_type '{def.DungeonType}'"); + if (!validBands.Contains(def.SizeBand)) + Fail(path, $"Dungeon layout '{def.Id}' has invalid size_band '{def.SizeBand}'"); + if (!validBranching.Contains(def.Branching)) + Fail(path, $"Dungeon layout '{def.Id}' has invalid branching '{def.Branching}'"); + if (def.RoomCountMin < 1) + Fail(path, $"Dungeon layout '{def.Id}' room_count_min {def.RoomCountMin} must be ≥ 1"); + if (def.RoomCountMax < def.RoomCountMin) + Fail(path, $"Dungeon layout '{def.Id}' room_count_max {def.RoomCountMax} < room_count_min {def.RoomCountMin}"); + foreach (var role in def.RequiredRoles) + if (!validRoles.Contains(role)) + Fail(path, $"Dungeon layout '{def.Id}' required_role '{role}' invalid"); + foreach (var role in def.OptionalRoles) + if (!validRoles.Contains(role)) + Fail(path, $"Dungeon layout '{def.Id}' optional_role '{role}' invalid"); + foreach (var (band, table) in def.LootTablePerBand) + { + if (!validLootBands.Contains(band)) + Fail(path, $"Dungeon layout '{def.Id}' loot_table_per_band has invalid key '{band}'"); + if (lootTableIds is not null && !lootTableIds.Contains(table)) + Fail(path, $"Dungeon layout '{def.Id}' loot_table_per_band['{band}'] references unknown table '{table}'"); + } + foreach (var (lvl, band) in def.LevelBandToLootBand) + { + if (!int.TryParse(lvl, out int lvlInt) || lvlInt < 0 || lvlInt > 3) + Fail(path, $"Dungeon layout '{def.Id}' level_band_to_loot_band key '{lvl}' must be 0..3"); + if (!validLootBands.Contains(band)) + Fail(path, $"Dungeon layout '{def.Id}' level_band_to_loot_band[{lvl}] = '{band}' invalid"); + } + float spawnSum = def.SpawnKindDistribution.Values.Sum(); + if (spawnSum > 0f && (spawnSum < 0.95f || spawnSum > 1.05f)) + Fail(path, $"Dungeon layout '{def.Id}' spawn_kind_distribution sums to {spawnSum:F3} (expected ≈1.0)"); + + // Pinned rooms (anchor-locked layouts) must reference real templates. + foreach (var pin in def.PinnedRooms) + { + if (string.IsNullOrWhiteSpace(pin.Template)) + Fail(path, $"Dungeon layout '{def.Id}' pinned_room has empty template"); + if (!validRoles.Contains(pin.Role)) + Fail(path, $"Dungeon layout '{def.Id}' pinned_room role '{pin.Role}' invalid"); + if (roomIds is not null && !roomIds.Contains(pin.Template)) + Fail(path, $"Dungeon layout '{def.Id}' pinned_room references unknown template '{pin.Template}'"); + } + // Anchor-locked layouts skip the random-room-count contract; the + // pinned list IS the layout. Still: if PinnedRooms is set, its + // length should fall in [min, max] for sanity. + if (def.PinnedRooms.Length > 0) + { + if (def.PinnedRooms.Length < def.RoomCountMin || def.PinnedRooms.Length > def.RoomCountMax) + Fail(path, $"Dungeon layout '{def.Id}' has {def.PinnedRooms.Length} pinned rooms outside [{def.RoomCountMin},{def.RoomCountMax}] range"); + } + defs.Add(def); + } + + // Anchor uniqueness — only one layout per anchor. + var anchorIds = new HashSet(StringComparer.OrdinalIgnoreCase); + foreach (var d in defs.Where(d => !string.IsNullOrEmpty(d.Anchor))) + if (!anchorIds.Add(d.Anchor)) + Fail(Path.Combine(dir, d.Id + ".json"), $"Multiple dungeon layouts target anchor '{d.Anchor}'"); + + return defs.ToArray(); + } + + private T Load(string path) + { + if (!File.Exists(path)) + throw new FileNotFoundException($"Required content file not found: {path}"); + try + { + using var fs = File.OpenRead(path); + var result = JsonSerializer.Deserialize(fs, JsonOptions); + if (result is null) + Fail(path, "Deserialized to null"); + return result!; + } + catch (JsonException ex) + { + throw new InvalidDataException($"JSON parse error in {path}: {ex.Message}", ex); + } + } + + private static void Fail(string path, string reason) => + throw new InvalidDataException($"Content validation failed for {path}: {reason}"); +} diff --git a/Theriapolis.Core/Data/ContentResolver.cs b/Theriapolis.Core/Data/ContentResolver.cs new file mode 100644 index 0000000..45235d3 --- /dev/null +++ b/Theriapolis.Core/Data/ContentResolver.cs @@ -0,0 +1,134 @@ +namespace Theriapolis.Core.Data; + +/// +/// Pre-loaded content lookup tables. Constructing one calls every loader +/// exactly once and indexes results by id, so subsequent +/// resolver.Clades["canidae"] lookups are O(1). +/// +/// Used by character creation, save/load (id → def resolution), and Phase 5 M5 +/// NPC instantiation. Shared across screens that need any combination of +/// these tables. +/// +public sealed class ContentResolver +{ + public IReadOnlyDictionary Clades { get; } + public IReadOnlyDictionary Species { get; } + public IReadOnlyDictionary Classes { get; } + public IReadOnlyDictionary Subclasses { get; } + public IReadOnlyDictionary Backgrounds { get; } + public IReadOnlyDictionary Items { get; } + public IReadOnlyDictionary LootTables { get; } + public NpcTemplateContent Npcs { get; } + + /// Phase 6 M0 — building templates + settlement layouts. + public SettlementContent Settlements { get; } + + /// Phase 6 M1 — pre-meeting bias profiles per reputation.md §I-1. + public IReadOnlyDictionary BiasProfiles { get; } + + /// Phase 6 M2 — faction definitions including opposition matrix entries. + public IReadOnlyDictionary Factions { get; } + + /// Phase 6 M1 — generic + named friendly/neutral resident templates. + public IReadOnlyDictionary Residents { get; } + + /// + /// Phase 6 M1 — fast lookup of named residents by anchor-prefixed role + /// tag (e.g. "millhaven.innkeeper" → ResidentTemplateDef). Generic + /// templates live in ; this index only holds + /// the entries with named: true. + /// + public IReadOnlyDictionary ResidentsByRoleTag { get; } + + /// Phase 6 M3 — dialogue trees indexed by id. + public IReadOnlyDictionary Dialogues { get; } + + /// Phase 6 M4 — quest trees indexed by id. + public IReadOnlyDictionary Quests { get; } + + /// Phase 7 M0 — room templates indexed by id (every dungeon type). + public IReadOnlyDictionary RoomTemplates { get; } + + /// + /// Phase 7 M0 — room templates indexed by dungeon type (e.g. imperium + /// → IList of all imperium-typed templates). Used by the layout matcher + /// to filter candidates without a linear scan. + /// + public IReadOnlyDictionary> RoomTemplatesByType { get; } + + /// Phase 7 M0 — dungeon layouts indexed by id. + public IReadOnlyDictionary DungeonLayouts { get; } + + /// + /// Phase 7 M0 — anchor-locked layouts indexed by anchor id (e.g. + /// OldHowlMine → the pinned 3-room layout). Procedural pipeline + /// never picks anchor-locked layouts; the anchor resolver consults this + /// dict directly. + /// + public IReadOnlyDictionary DungeonLayoutsByAnchor { get; } + + public ContentResolver(ContentLoader loader) + { + var clades = loader.LoadClades(); + Clades = clades.ToDictionary(c => c.Id, StringComparer.OrdinalIgnoreCase); + var speciesArr = loader.LoadSpecies(clades); + Species = speciesArr.ToDictionary(s => s.Id, StringComparer.OrdinalIgnoreCase); + var classes = loader.LoadClasses(); + Classes = classes.ToDictionary(c => c.Id, StringComparer.OrdinalIgnoreCase); + Subclasses = loader.LoadSubclasses(classes).ToDictionary(s => s.Id, StringComparer.OrdinalIgnoreCase); + Backgrounds = loader.LoadBackgrounds().ToDictionary(b => b.Id, StringComparer.OrdinalIgnoreCase); + var items = loader.LoadItems(); + Items = items.ToDictionary(i => i.Id, StringComparer.OrdinalIgnoreCase); + LootTables = loader.LoadLootTables(items).ToDictionary(t => t.Id, StringComparer.OrdinalIgnoreCase); + + // Phase 6 M5 — factions loaded early so NpcTemplates can validate + // their faction field references against the canonical list. + var factionsArr = loader.LoadFactions(); + Factions = factionsArr.ToDictionary(f => f.Id, StringComparer.OrdinalIgnoreCase); + Npcs = loader.LoadNpcTemplates(items, factionsArr); + + // Phase 6 M0 — building/layout content. + var buildings = loader.LoadBuildingTemplates(); + var layouts = loader.LoadSettlementLayouts(buildings); + var byId = buildings.ToDictionary(b => b.Id, StringComparer.OrdinalIgnoreCase); + var preset = layouts.Where(l => l.Kind == "preset") + .ToDictionary(l => l.Anchor, StringComparer.OrdinalIgnoreCase); + var proc = layouts.Where(l => l.Kind == "procedural") + .ToDictionary(l => l.Tier); + Settlements = new SettlementContent(byId, preset, proc); + + // Phase 6 M1 — bias profiles + resident templates. + // (factionsArr already loaded above for NpcTemplates validation.) + var biasArr = loader.LoadBiasProfiles(clades, factionsArr); + BiasProfiles = biasArr.ToDictionary(b => b.Id, StringComparer.OrdinalIgnoreCase); + var residentArr = loader.LoadResidentTemplates(biasArr, clades, speciesArr, factionsArr); + Residents = residentArr.ToDictionary(r => r.Id, StringComparer.OrdinalIgnoreCase); + ResidentsByRoleTag = residentArr + .Where(r => r.Named) + .ToDictionary(r => r.RoleTag, StringComparer.OrdinalIgnoreCase); + + // Phase 6 M3 — dialogue trees. + Dialogues = loader.LoadDialogues(items) + .ToDictionary(d => d.Id, StringComparer.OrdinalIgnoreCase); + + // Phase 6 M4 — quest trees. + Quests = loader.LoadQuests(items) + .ToDictionary(q => q.Id, StringComparer.OrdinalIgnoreCase); + + // Phase 7 M0 — room templates + dungeon layouts. + var roomArr = loader.LoadRoomTemplates(); + RoomTemplates = roomArr.ToDictionary(r => r.Id, StringComparer.OrdinalIgnoreCase); + RoomTemplatesByType = roomArr + .GroupBy(r => r.Type, StringComparer.OrdinalIgnoreCase) + .ToDictionary( + g => g.Key, + g => (IReadOnlyList)g.ToArray(), + StringComparer.OrdinalIgnoreCase); + + var layoutArr = loader.LoadDungeonLayouts(roomArr, LootTables.Values.ToArray()); + DungeonLayouts = layoutArr.ToDictionary(l => l.Id, StringComparer.OrdinalIgnoreCase); + DungeonLayoutsByAnchor = layoutArr + .Where(l => !string.IsNullOrEmpty(l.Anchor)) + .ToDictionary(l => l.Anchor, StringComparer.OrdinalIgnoreCase); + } +} diff --git a/Theriapolis.Core/Data/DialogueDef.cs b/Theriapolis.Core/Data/DialogueDef.cs new file mode 100644 index 0000000..4463f6d --- /dev/null +++ b/Theriapolis.Core/Data/DialogueDef.cs @@ -0,0 +1,186 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M3 — JSON-loaded dialogue tree. Each tree is a directed graph +/// of nodes; the runner walks from per option choice. +/// Nodes are addressed by a string id local to the tree. +/// +/// Author convention: keep one tree per file in +/// Content/Data/dialogues/*.json. matches the +/// filename (sans extension) so authors can find the file by id. +/// +public sealed record DialogueDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// Starting node id when the dialogue opens. + [JsonPropertyName("root")] + public string Root { get; init; } = ""; + + [JsonPropertyName("nodes")] + public DialogueNodeDef[] Nodes { get; init; } = System.Array.Empty(); +} + +public sealed record DialogueNodeDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// "npc" / "pc" / "narration". + [JsonPropertyName("speaker")] + public string Speaker { get; init; } = "npc"; + + /// Display text. Supports placeholders {pc.name}, {npc.role}, {disposition_label}. + [JsonPropertyName("text")] + public string Text { get; init; } = ""; + + /// Effects applied automatically when the runner enters this node. + [JsonPropertyName("on_enter")] + public DialogueEffectDef[] OnEnter { get; init; } = System.Array.Empty(); + + [JsonPropertyName("options")] + public DialogueOptionDef[] Options { get; init; } = System.Array.Empty(); +} + +public sealed record DialogueOptionDef +{ + [JsonPropertyName("text")] + public string Text { get; init; } = ""; + + /// Visibility predicates. Option is hidden if any condition fails. + [JsonPropertyName("conditions")] + public DialogueConditionDef[] Conditions { get; init; } = System.Array.Empty(); + + /// + /// When set, selecting this option rolls the named skill against + /// . The runner branches into + /// + on success + /// or + on + /// failure. and are ignored + /// when a skill check is present. + /// + [JsonPropertyName("skill_check")] + public DialogueSkillCheckDef? SkillCheck { get; init; } + + /// Node id to jump to when this option is selected. Empty / "<end>" closes the dialogue. + [JsonPropertyName("next")] + public string Next { get; init; } = ""; + + [JsonPropertyName("effects")] + public DialogueEffectDef[] Effects { get; init; } = System.Array.Empty(); + + [JsonPropertyName("next_on_success")] + public string NextOnSuccess { get; init; } = ""; + + [JsonPropertyName("next_on_failure")] + public string NextOnFailure { get; init; } = ""; + + [JsonPropertyName("effects_on_success")] + public DialogueEffectDef[] EffectsOnSuccess { get; init; } = System.Array.Empty(); + + [JsonPropertyName("effects_on_failure")] + public DialogueEffectDef[] EffectsOnFailure { get; init; } = System.Array.Empty(); +} + +public sealed record DialogueSkillCheckDef +{ + /// Skill id (snake_case, matches SkillId.FromJson — e.g. "intimidation", "persuasion"). + [JsonPropertyName("skill")] + public string Skill { get; init; } = ""; + + [JsonPropertyName("dc")] + public int Dc { get; init; } +} + +/// Visibility predicate evaluated when the option is offered. +public sealed record DialogueConditionDef +{ + /// + /// One of: "rep_at_least", "rep_below", "has_item", "not_has_item", + /// "has_flag", "not_has_flag", "ability_min". + /// + [JsonPropertyName("kind")] + public string Kind { get; init; } = ""; + + /// Faction id (rep_at_least / rep_below). Empty = effective disposition vs current NPC. + [JsonPropertyName("faction")] + public string Faction { get; init; } = ""; + + /// Item id (has_item / not_has_item). + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// Flag id (has_flag / not_has_flag). + [JsonPropertyName("flag")] + public string Flag { get; init; } = ""; + + /// Ability id (ability_min): "STR" / "DEX" / "CON" / "INT" / "WIS" / "CHA". + [JsonPropertyName("ability")] + public string Ability { get; init; } = ""; + + /// Numeric threshold for rep / ability. Inclusive lower bound for *_at_least and *_min. + [JsonPropertyName("value")] + public int Value { get; init; } +} + +/// Side effect applied on option selection (or on node enter). +public sealed record DialogueEffectDef +{ + /// + /// One of: "set_flag", "clear_flag", "give_item", "take_item", + /// "rep_event", "open_shop", "start_quest", "give_xp". + /// + [JsonPropertyName("kind")] + public string Kind { get; init; } = ""; + + /// Flag id for set_flag/clear_flag. + [JsonPropertyName("flag")] + public string Flag { get; init; } = ""; + + /// Integer value for set_flag (defaults to 1). + [JsonPropertyName("value")] + public int Value { get; init; } = 1; + + /// Item id for give_item/take_item. + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// Quantity for give_item/take_item (defaults to 1). + [JsonPropertyName("qty")] + public int Qty { get; init; } = 1; + + /// RepEvent payload for rep_event. + [JsonPropertyName("event")] + public DialogueRepEventDef? Event { get; init; } + + /// Quest id for start_quest. Phase 6 M3 ignores; M4 wires the quest engine. + [JsonPropertyName("quest")] + public string Quest { get; init; } = ""; + + /// XP magnitude for give_xp. + [JsonPropertyName("xp")] + public int Xp { get; init; } +} + +public sealed record DialogueRepEventDef +{ + /// RepEventKind name: "Dialogue" / "Quest" / "Combat" / "Rescue" / "Betrayal" / "Gift" / "Trade" / "Aid" / "Crime" / "Misc". + [JsonPropertyName("kind")] + public string Kind { get; init; } = "Dialogue"; + + [JsonPropertyName("magnitude")] + public int Magnitude { get; init; } + + [JsonPropertyName("faction")] + public string Faction { get; init; } = ""; + + /// If empty, defaults to the current NPC's role tag. + [JsonPropertyName("role_tag")] + public string RoleTag { get; init; } = ""; + + [JsonPropertyName("note")] + public string Note { get; init; } = ""; +} diff --git a/Theriapolis.Core/Data/DungeonLayoutDef.cs b/Theriapolis.Core/Data/DungeonLayoutDef.cs new file mode 100644 index 0000000..e92df2c --- /dev/null +++ b/Theriapolis.Core/Data/DungeonLayoutDef.cs @@ -0,0 +1,116 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 7 M0 — per-dungeon-type rules for assembling rooms into a complete +/// dungeon. Loaded from Content/Data/dungeon_layouts/*.json. +/// +/// Each layout declares: which dungeon type + size band it covers, the +/// room-count band, branching policy (linear / branching / loop), required +/// vs optional special-room roles (entry / narrative / boss / loot / +/// dead-end), and the mapping from PoI level-band → loot-table tier. +/// +/// validates ranges, +/// branching enum, and loot-table-per-band references against the loaded +/// loot_tables.json. +/// +/// Anchor-locked dungeons (Old Howl mine, Imperium Ruin showcase) ship as +/// special layouts whose field is set — these +/// override the procedural pipeline so the experience is identical across +/// seeds. +/// +public sealed record DungeonLayoutDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// + /// Dungeon type: ImperiumRuin, AbandonedMine, + /// CultDen, NaturalCave, OvergrownSettlement. + /// Matches the enum names exactly. + /// + [JsonPropertyName("dungeon_type")] + public string DungeonType { get; init; } = ""; + + /// Size band: small / medium / large. + [JsonPropertyName("size_band")] + public string SizeBand { get; init; } = "small"; + + /// + /// Optional anchor id. When set, this layout is the canonical fixed + /// layout for the named anchor (Old Howl mine, Imperium Ruin showcase). + /// The procedural pipeline never picks anchor-locked layouts via + /// + ; only the anchor + /// resolver consumes them. + /// + [JsonPropertyName("anchor")] + public string Anchor { get; init; } = ""; + + [JsonPropertyName("room_count_min")] + public int RoomCountMin { get; init; } = 3; + + [JsonPropertyName("room_count_max")] + public int RoomCountMax { get; init; } = 5; + + /// + /// Branching policy: linear (each room connects to the previous; + /// chain), branching (each room past entry connects to one prior + /// room — variable degree), loop (branching plus one extra + /// connection that closes a loop). + /// + [JsonPropertyName("branching")] + public string Branching { get; init; } = "linear"; + + /// Special-room roles that must be present in any successful assembly. + [JsonPropertyName("required_roles")] + public string[] RequiredRoles { get; init; } = Array.Empty(); + + /// Special-room roles eligible for inclusion if there's room left over. + [JsonPropertyName("optional_roles")] + public string[] OptionalRoles { get; init; } = Array.Empty(); + + /// + /// Map from loot-table band (t1/t2/t3) to a real + /// loot-table id (e.g. loot_dungeon_imperium_t2). Looked up by + /// the dungeon populator when filling container slots. + /// + [JsonPropertyName("loot_table_per_band")] + public Dictionary LootTablePerBand { get; init; } = new(); + + /// + /// Spawn-kind distribution for filling generic encounter slots — keys + /// are spawn-kind names (PoiGuard / WildAnimal / + /// Brigand), values are weights that sum to ~1.0. + /// + [JsonPropertyName("spawn_kind_distribution")] + public Dictionary SpawnKindDistribution { get; init; } = new(); + + /// + /// Map from PoI LevelBand (0..3) to a loot-table band + /// (t1/t2/t3). Keys are stringified ints + /// because rejects integer dictionary + /// keys without a custom converter. + /// + [JsonPropertyName("level_band_to_loot_band")] + public Dictionary LevelBandToLootBand { get; init; } = new(); + + /// + /// Optional anchor-pinned room sequence: when + /// is set, this array names the exact templates to use, in order. + /// Empty for non-anchor layouts (procedural pipeline picks instead). + /// + [JsonPropertyName("pinned_rooms")] + public PinnedRoomEntry[] PinnedRooms { get; init; } = Array.Empty(); +} + +public sealed record PinnedRoomEntry +{ + /// Room template id. Must reference a real . + [JsonPropertyName("template")] + public string Template { get; init; } = ""; + + /// Role assigned to this room slot: entry / transit / narrative / loot / boss / dead-end. + [JsonPropertyName("role")] + public string Role { get; init; } = "transit"; +} diff --git a/Theriapolis.Core/Data/FactionDef.cs b/Theriapolis.Core/Data/FactionDef.cs new file mode 100644 index 0000000..9654716 --- /dev/null +++ b/Theriapolis.Core/Data/FactionDef.cs @@ -0,0 +1,43 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Definition record for a named faction, loaded from factions.json. +/// +public sealed class FactionDef +{ + /// Machine-readable id matching FactionId enum (e.g. "covenant_enforcers"). + public string Id { get; set; } = ""; + + /// Display name shown in UI. + public string Name { get; set; } = ""; + + /// Abbreviated name for tight spaces. + public string ShortName { get; set; } = ""; + + /// Hex color string for map overlay (e.g. "#4455AA"). + public string Color { get; set; } = "#FFFFFF"; + + /// Brief description used in tooltips/codex. + public string Description { get; set; } = ""; + + /// + /// Phase 6 M2 — opposition multipliers per reputation.md §I-2. + /// When the player gains +N with this faction, every entry + /// { otherFactionId: m } here applies +N × m to that other + /// faction's standing. Multipliers are negative for rivals (helping + /// Inheritors hurts you with Enforcers), positive for allies, 0 for + /// neutrals. Asymmetry is by design — see the design doc. + /// + [JsonPropertyName("opposition")] + public Dictionary Opposition { get; set; } = new(); + + /// + /// Phase 6 M2 — when true, this faction is hidden from the reputation + /// screen until the player learns it exists (the Maw, in Act I climax). + /// The faction still exists internally and accumulates standing. + /// + [JsonPropertyName("hidden")] + public bool Hidden { get; set; } = false; +} diff --git a/Theriapolis.Core/Data/ItemDef.cs b/Theriapolis.Core/Data/ItemDef.cs new file mode 100644 index 0000000..19c9485 --- /dev/null +++ b/Theriapolis.Core/Data/ItemDef.cs @@ -0,0 +1,108 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable item definition loaded from items.json. Covers weapons, +/// armor, shields, consumables, adventuring gear, and natural-weapon +/// enhancers. Phase 5 ships a curated subset focused on combat readiness; +/// the remaining catalog from equipment.md fills in over later phases. +/// +public sealed record ItemDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// "weapon", "armor", "shield", "consumable", "gear", "natural_weapon_enhancer". + [JsonPropertyName("kind")] + public string Kind { get; init; } = "gear"; + + [JsonPropertyName("cost_fang")] + public float CostFang { get; init; } = 0f; + + [JsonPropertyName("weight_lb")] + public float WeightLb { get; init; } = 0f; + + /// Sizes this item is manufactured for: "small" / "medium" / "large". + [JsonPropertyName("sizes")] + public string[] Sizes { get; init; } = new[] { "medium" }; + + /// Free-text properties from equipment.md (e.g. "finesse", "light", "two_handed", "versatile", "heavy", "loading", "thrown", "reach", "ammunition"). + [JsonPropertyName("properties")] + public string[] Properties { get; init; } = Array.Empty(); + + /// Free-text description for tooltips and codex. + [JsonPropertyName("description")] + public string Description { get; init; } = ""; + + // ── Weapon fields (kind = "weapon") ───────────────────────────────── + /// Weapon proficiency category: "simple", "martial", "natural", "firearm". + [JsonPropertyName("proficiency")] + public string Proficiency { get; init; } = ""; + + /// Damage dice expression (e.g. "1d6", "2d6", "1d8+2"). Empty for non-weapons. + [JsonPropertyName("damage")] + public string Damage { get; init; } = ""; + + /// Versatile two-handed damage dice (e.g. "1d10" when used two-handed). Empty if not versatile. + [JsonPropertyName("damage_versatile")] + public string DamageVersatile { get; init; } = ""; + + [JsonPropertyName("damage_type")] + public string DamageType { get; init; } = ""; + + /// Melee reach in tactical tiles. 0 / unset = default (1 for M, 2 for L). + [JsonPropertyName("reach_tiles")] + public int ReachTiles { get; init; } = 0; + + /// Ranged: short / long ranges in tactical tiles. (0,0) for melee. + [JsonPropertyName("range_short_tiles")] + public int RangeShortTiles { get; init; } = 0; + + [JsonPropertyName("range_long_tiles")] + public int RangeLongTiles { get; init; } = 0; + + // ── Armor / shield fields (kind = "armor" | "shield") ────────────── + /// Base AC value (armor) or AC bonus (shield). + [JsonPropertyName("ac_base")] + public int AcBase { get; init; } = 0; + + /// Max DEX modifier added to AC (medium = 2, heavy = 0). -1 = unlimited. + [JsonPropertyName("ac_max_dex")] + public int AcMaxDex { get; init; } = -1; + + /// "light", "medium", "heavy" — for armor only. + [JsonPropertyName("armor_class")] + public string ArmorClass { get; init; } = ""; + + [JsonPropertyName("min_str")] + public int MinStr { get; init; } = 0; + + [JsonPropertyName("stealth_disadvantage")] + public bool StealthDisadvantage { get; init; } = false; + + // ── Natural-weapon-enhancer fields (kind = "natural_weapon_enhancer") ─ + /// Which natural-weapon location this enhancer attaches to: "fang", "claw", "hoof", "antler", "horn", "tail". + [JsonPropertyName("enhancer_slot")] + public string EnhancerSlot { get; init; } = ""; + + /// Damage modifier added to the natural attack (e.g. +1 or +2). + [JsonPropertyName("damage_bonus")] + public int DamageBonus { get; init; } = 0; + + /// Clades this enhancer is fitted for. Empty = universal. + [JsonPropertyName("clade_fit")] + public string[] CladeFit { get; init; } = Array.Empty(); + + // ── Consumable fields (kind = "consumable") ───────────────────────── + /// "healing", "poison", "pheromone", "performance", "scent_mask", etc. + [JsonPropertyName("consumable_kind")] + public string ConsumableKind { get; init; } = ""; + + /// Healing dice expression for healing consumables (e.g. "1d4", "2d6"). + [JsonPropertyName("healing")] + public string Healing { get; init; } = ""; +} diff --git a/Theriapolis.Core/Data/LootTableDef.cs b/Theriapolis.Core/Data/LootTableDef.cs new file mode 100644 index 0000000..2ddd86b --- /dev/null +++ b/Theriapolis.Core/Data/LootTableDef.cs @@ -0,0 +1,37 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Loot table — list of weighted drop entries rolled when an NPC with +/// matching id falls in combat. +/// Each drop entry rolls independently against its ; +/// successful drops contribute (qty_min..qty_max) of the item. +/// +/// Phase 5 M6 keeps this stingy by design — most level-1 fights net 1-3 +/// items at most, never enough to obsolete the starting kit. +/// +public sealed record LootTableDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("drops")] + public LootDrop[] Drops { get; init; } = System.Array.Empty(); +} + +public sealed record LootDrop +{ + [JsonPropertyName("item_id")] + public string ItemId { get; init; } = ""; + + [JsonPropertyName("qty_min")] + public int QtyMin { get; init; } = 1; + + [JsonPropertyName("qty_max")] + public int QtyMax { get; init; } = 1; + + /// 0..1 probability this drop fires. Independent of other drops in the table. + [JsonPropertyName("chance")] + public float Chance { get; init; } = 1.0f; +} diff --git a/Theriapolis.Core/Data/MacroCell.cs b/Theriapolis.Core/Data/MacroCell.cs new file mode 100644 index 0000000..84702ae --- /dev/null +++ b/Theriapolis.Core/Data/MacroCell.cs @@ -0,0 +1,112 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// A single cell in the 32×32 authored macro-template grid. +/// Defines the biome character and generation constraints for a 32×32-tile region. +/// +public sealed class MacroCell +{ + [JsonPropertyName("biome_type")] + public string BiomeType { get; set; } = "temperate_grassland"; + + [JsonPropertyName("clade_affinities")] + public string[] CladeAffinities { get; set; } = Array.Empty(); + + [JsonPropertyName("development")] + public string Development { get; set; } = "agricultural"; + + /// strong | moderate | weak | nominal + [JsonPropertyName("covenant")] + public string Covenant { get; set; } = "moderate"; + + // Elevation constraints (0–1 range). Floor = minimum, Ceiling = maximum. + [JsonPropertyName("elevation_floor")] + public float ElevationFloor { get; set; } = 0f; + + [JsonPropertyName("elevation_ceiling")] + public float ElevationCeiling { get; set; } = 1f; + + // Moisture constraints + [JsonPropertyName("moisture_floor")] + public float MoistureFloor { get; set; } = 0f; + + [JsonPropertyName("moisture_ceiling")] + public float MoistureCeiling { get; set; } = 1f; + + // Temperature modifiers (added to base latitude temperature) + [JsonPropertyName("temp_modifier")] + public float TempModifier { get; set; } = 0f; +} + +/// Root structure of macro_template.json. +public sealed class MacroTemplate +{ + [JsonPropertyName("width")] + public int Width { get; set; } = C.MACRO_GRID_WIDTH; + + [JsonPropertyName("height")] + public int Height { get; set; } = C.MACRO_GRID_HEIGHT; + + [JsonPropertyName("default_cell")] + public MacroCell DefaultCell { get; set; } = new(); + + [JsonPropertyName("regions")] + public MacroRegion[] Regions { get; set; } = Array.Empty(); + + /// Expand regions into a flat [width, height] grid. Later regions overwrite earlier ones. + public MacroCell[,] Build() + { + var grid = new MacroCell[Width, Height]; + // Fill with default + for (int y = 0; y < Height; y++) + for (int x = 0; x < Width; x++) + grid[x, y] = DefaultCell; + // Paint regions in order (later regions win) + foreach (var r in Regions) + { + var cell = r.ToCell(); + int x1 = Math.Min(r.X + r.W, Width); + int y1 = Math.Min(r.Y + r.H, Height); + for (int y = Math.Max(0, r.Y); y < y1; y++) + for (int x = Math.Max(0, r.X); x < x1; x++) + grid[x, y] = cell; + } + return grid; + } +} + +/// A rectangular block in the macro template, painted over the default. +public sealed class MacroRegion +{ + [JsonPropertyName("x")] public int X { get; set; } + [JsonPropertyName("y")] public int Y { get; set; } + [JsonPropertyName("w")] public int W { get; set; } + [JsonPropertyName("h")] public int H { get; set; } + /// Human-readable annotation in the JSON file — ignored at runtime. + [JsonPropertyName("comment")] public string? Comment { get; set; } + + [JsonPropertyName("biome_type")] public string BiomeType { get; set; } = "temperate_grassland"; + [JsonPropertyName("clade_affinities")] public string[] CladeAffinities { get; set; } = Array.Empty(); + [JsonPropertyName("development")] public string Development { get; set; } = "agricultural"; + [JsonPropertyName("covenant")] public string Covenant { get; set; } = "moderate"; + [JsonPropertyName("elevation_floor")] public float ElevationFloor { get; set; } = 0f; + [JsonPropertyName("elevation_ceiling")]public float ElevationCeiling { get; set; } = 1f; + [JsonPropertyName("moisture_floor")] public float MoistureFloor { get; set; } = 0f; + [JsonPropertyName("moisture_ceiling")] public float MoistureCeiling { get; set; } = 1f; + [JsonPropertyName("temp_modifier")] public float TempModifier { get; set; } = 0f; + + public MacroCell ToCell() => new() + { + BiomeType = BiomeType, + CladeAffinities = CladeAffinities, + Development = Development, + Covenant = Covenant, + ElevationFloor = ElevationFloor, + ElevationCeiling = ElevationCeiling, + MoistureFloor = MoistureFloor, + MoistureCeiling = MoistureCeiling, + TempModifier = TempModifier, + }; +} diff --git a/Theriapolis.Core/Data/NpcTemplateDef.cs b/Theriapolis.Core/Data/NpcTemplateDef.cs new file mode 100644 index 0000000..8a590cf --- /dev/null +++ b/Theriapolis.Core/Data/NpcTemplateDef.cs @@ -0,0 +1,121 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable NPC stat-block template loaded from npc_templates.json. +/// Phase 5 instantiates one per per +/// chunk, with the actual template id chosen via the per-zone lookup +/// table on . +/// +public sealed record NpcTemplateDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// Body size category, snake_case (small / medium / medium_large / large). + [JsonPropertyName("size")] + public string Size { get; init; } = "medium"; + + /// STR/DEX/CON/INT/WIS/CHA absolute values (10 = average). + [JsonPropertyName("ability_scores")] + public Dictionary AbilityScores { get; init; } = new(); + + [JsonPropertyName("hp")] + public int Hp { get; init; } = 1; + + [JsonPropertyName("ac")] + public int Ac { get; init; } = 10; + + [JsonPropertyName("speed_ft")] + public int SpeedFt { get; init; } = 30; + + [JsonPropertyName("attacks")] + public NpcAttack[] Attacks { get; init; } = Array.Empty(); + + /// Behavior id ("brigand", "wild_animal", "poi_guard"). Maps to INpcBehavior in Phase 5 M5. + [JsonPropertyName("behavior")] + public string Behavior { get; init; } = "brigand"; + + /// Starts as Hostile / Neutral / Friendly. Phase 5 reads this on instantiation. + [JsonPropertyName("default_allegiance")] + public string DefaultAllegiance { get; init; } = "hostile"; + + /// + /// Phase 6 M5 — faction id this NPC owes allegiance to (matches + /// FactionDef.Id). Empty for unaligned templates (wild animals, + /// brigands). Drives M5 patrol-aggression: a non-hostile NPC with a + /// faction flips to Hostile when the player's local standing with + /// that faction crosses the HOSTILE threshold. + /// + [JsonPropertyName("faction")] + public string Faction { get; init; } = ""; + + /// Loot table id (Phase 5 ships ~5; lookup deferred to M6). + [JsonPropertyName("loot_table")] + public string LootTable { get; init; } = ""; + + [JsonPropertyName("xp_award")] + public int XpAward { get; init; } = 0; +} + +public sealed record NpcAttack +{ + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + [JsonPropertyName("to_hit")] + public int ToHit { get; init; } = 0; + + /// Damage dice expression (e.g. "1d6+2", "2d8"). + [JsonPropertyName("damage")] + public string Damage { get; init; } = ""; + + [JsonPropertyName("damage_type")] + public string DamageType { get; init; } = "bludgeoning"; + + [JsonPropertyName("reach_tiles")] + public int ReachTiles { get; init; } = 1; + + [JsonPropertyName("range_short_tiles")] + public int RangeShortTiles { get; init; } = 0; + + [JsonPropertyName("range_long_tiles")] + public int RangeLongTiles { get; init; } = 0; +} + +/// +/// Top-level wrapper for npc_templates.json: the template list plus the +/// per-spawnkind, per-zone template-id lookup table. +/// +public sealed record NpcTemplateContent +{ + [JsonPropertyName("templates")] + public NpcTemplateDef[] Templates { get; init; } = Array.Empty(); + + /// + /// SpawnKind name (e.g. "Brigand") → array of template ids indexed by + /// DangerZone (0..4). Length should equal C.DANGER_ZONE_MAX + 1. + /// + [JsonPropertyName("spawn_kind_to_template_by_zone")] + public Dictionary SpawnKindToTemplateByZone { get; init; } = new(); + + /// + /// Phase 7 M2 — per-dungeon-type override. Resolves a + /// (PoiType, SpawnKind) pair to a single template id, used by + /// when filling + /// in-room encounter slots. Per Phase 7 plan §10 open-decision #6: + /// DungeonType supersedes DangerZone entirely once the player is inside + /// a dungeon, so this map's value is a single template id (no zone + /// indexing). Outer key matches the enum + /// name (e.g. "ImperiumRuin"); inner key is the spawn-kind name + /// (e.g. "PoiGuard" / "WildAnimal" / "Brigand" / + /// "Boss"). Missing keys fall back to + /// at DangerZone=2 mid. + /// + [JsonPropertyName("spawn_kind_to_template_by_dungeon_type")] + public Dictionary> SpawnKindToTemplateByDungeonType { get; init; } = new(); +} diff --git a/Theriapolis.Core/Data/QuestDef.cs b/Theriapolis.Core/Data/QuestDef.cs new file mode 100644 index 0000000..bcb23d0 --- /dev/null +++ b/Theriapolis.Core/Data/QuestDef.cs @@ -0,0 +1,177 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M4 — JSON-loaded quest definition. A quest is a directed graph +/// of steps; the engine starts at , evaluates each +/// active step's per tick, +/// and runs + +/// when the step fires. +/// +/// Author convention: one tree per file in +/// Content/Data/quests/*.json. matches the +/// filename. Step ids are strings local to the tree. +/// +public sealed record QuestDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("title")] + public string Title { get; init; } = ""; + + [JsonPropertyName("description")] + public string Description { get; init; } = ""; + + /// True when the quest doesn't appear in the journal until first activation (Maw discovery, etc.). + [JsonPropertyName("hidden")] + public bool Hidden { get; init; } = false; + + /// Step id the engine activates on quest start. + [JsonPropertyName("entry_step")] + public string EntryStep { get; init; } = ""; + + [JsonPropertyName("steps")] + public QuestStepDef[] Steps { get; init; } = System.Array.Empty(); + + /// + /// Optional: triggers that auto-start this quest. The engine checks + /// these against world state on every tick; when any fires, the quest + /// activates at . Empty = manual-start (e.g. + /// dialogue's start_quest effect). + /// + [JsonPropertyName("auto_start_when")] + public QuestConditionDef[] AutoStartWhen { get; init; } = System.Array.Empty(); +} + +public sealed record QuestStepDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("title")] + public string Title { get; init; } = ""; + + [JsonPropertyName("description")] + public string Description { get; init; } = ""; + + /// Optional waypoint hint — anchor or role tag the player should head toward. + [JsonPropertyName("waypoint")] + public string Waypoint { get; init; } = ""; + + /// Conditions that fire this step's onEnter + outcomes when ALL true. + [JsonPropertyName("trigger_conditions")] + public QuestConditionDef[] TriggerConditions { get; init; } = System.Array.Empty(); + + /// Effects applied once when the step fires. + [JsonPropertyName("on_enter")] + public QuestEffectDef[] OnEnter { get; init; } = System.Array.Empty(); + + /// Step ids this step transitions into (any one is selected via outcome conditions). + [JsonPropertyName("outcomes")] + public QuestOutcomeDef[] Outcomes { get; init; } = System.Array.Empty(); + + /// True if reaching this step completes the quest (success). + [JsonPropertyName("completes_quest")] + public bool CompletesQuest { get; init; } = false; + + /// True if reaching this step fails the quest. + [JsonPropertyName("fails_quest")] + public bool FailsQuest { get; init; } = false; +} + +public sealed record QuestOutcomeDef +{ + /// Step id to transition to. "<end>" closes the quest. + [JsonPropertyName("next")] + public string Next { get; init; } = ""; + + /// Conditions for THIS outcome to be selected. Empty = always. + [JsonPropertyName("when")] + public QuestConditionDef[] When { get; init; } = System.Array.Empty(); + + [JsonPropertyName("effects")] + public QuestEffectDef[] Effects { get; init; } = System.Array.Empty(); +} + +/// Trigger / outcome predicate. +public sealed record QuestConditionDef +{ + /// + /// One of: "flag_set", "flag_clear", "flag_at_least", "enter_anchor", + /// "enter_role_proximity", "npc_dead", "npc_alive", "time_elapsed_seconds", + /// "rep_at_least", "rep_below", "has_item", "not_has_item", + /// "quest_complete", "quest_active", "dialogue_choice". + /// + [JsonPropertyName("kind")] + public string Kind { get; init; } = ""; + + [JsonPropertyName("flag")] + public string Flag { get; init; } = ""; + + [JsonPropertyName("anchor")] + public string Anchor { get; init; } = ""; + + [JsonPropertyName("role")] + public string Role { get; init; } = ""; + + [JsonPropertyName("npc")] + public string Npc { get; init; } = ""; + + [JsonPropertyName("faction")] + public string Faction { get; init; } = ""; + + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("quest")] + public string Quest { get; init; } = ""; + + [JsonPropertyName("value")] + public int Value { get; init; } + + [JsonPropertyName("seconds")] + public long Seconds { get; init; } +} + +/// Quest-step side effect. +public sealed record QuestEffectDef +{ + /// + /// One of: "set_flag", "clear_flag", "give_item", "take_item", + /// "give_xp", "rep_event", "spawn_npc", "despawn_npc", + /// "start_quest", "end_quest", "fail_quest". + /// + [JsonPropertyName("kind")] + public string Kind { get; init; } = ""; + + [JsonPropertyName("flag")] + public string Flag { get; init; } = ""; + + [JsonPropertyName("value")] + public int Value { get; init; } = 1; + + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("qty")] + public int Qty { get; init; } = 1; + + [JsonPropertyName("xp")] + public int Xp { get; init; } + + [JsonPropertyName("event")] + public DialogueRepEventDef? Event { get; init; } + + [JsonPropertyName("quest")] + public string Quest { get; init; } = ""; + + /// For spawn_npc: resident template id (named takes precedence). + [JsonPropertyName("template")] + public string Template { get; init; } = ""; + + /// For spawn_npc/despawn_npc: which named role tag is being mutated. + [JsonPropertyName("role")] + public string Role { get; init; } = ""; +} diff --git a/Theriapolis.Core/Data/ResidentTemplateDef.cs b/Theriapolis.Core/Data/ResidentTemplateDef.cs new file mode 100644 index 0000000..e9b2837 --- /dev/null +++ b/Theriapolis.Core/Data/ResidentTemplateDef.cs @@ -0,0 +1,83 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M1 — definition of a friendly/neutral resident NPC inhabiting a +/// settlement. Two flavours, both loaded from resident_templates.json: +/// +/// 1. **Generic** (Named == false) — matches by +/// prefix. picks the highest-weight +/// generic whose RoleTag equals the building-role tag (e.g. "innkeeper", +/// "shopkeeper", "guard"). +/// +/// 2. **Named** (Named == true) — matches by exact +/// (e.g. "millhaven.innkeeper"). Used when a settlement preset's +/// role_overrides qualifies a building role with a specific +/// anchor-prefixed tag, locking that NPC to a hand-authored species, +/// name, and bias profile. +/// +/// Combat stats are minimal in M1 — residents are non-combatants by +/// default. They have a token / in case the +/// player attacks them; engagement promotes them to a derived combatant +/// using the existing -style stat block. +/// +public sealed record ResidentTemplateDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// + /// The role tag this template matches. Generic templates use bare + /// occupations ("innkeeper"); named templates use anchor-prefixed + /// "settlement.role" ids ("millhaven.innkeeper"). + /// + [JsonPropertyName("role_tag")] + public string RoleTag { get; init; } = ""; + + /// True when this template is hand-authored for a specific named NPC. Always wins over generic when role_tag matches. + [JsonPropertyName("named")] + public bool Named { get; init; } = false; + + /// Display name shown in dialogue + tooltip. Empty for generics → resolved from . + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// Clade id (e.g. "canidae"). Required for named templates; generics may leave empty to roll from settlement biome. + [JsonPropertyName("clade")] + public string Clade { get; init; } = ""; + + /// Species id (e.g. "wolf"). Required for named; generics roll from clade. + [JsonPropertyName("species")] + public string Species { get; init; } = ""; + + /// Bias profile id this NPC carries (matches BiasProfileDef.Id). + [JsonPropertyName("bias_profile")] + public string BiasProfile { get; init; } = "URBAN_PROGRESSIVE"; + + /// Faction affiliation id (matches FactionDef.Id), or empty for unaffiliated. + [JsonPropertyName("faction")] + public string Faction { get; init; } = ""; + + /// Dialogue tree id (matches dialogues/*.json id). Empty → fall back to a generic-by-role placeholder. + [JsonPropertyName("dialogue")] + public string Dialogue { get; init; } = ""; + + /// "friendly" or "neutral". Defaults to friendly. Hostile residents go through the npc_templates path instead. + [JsonPropertyName("default_allegiance")] + public string DefaultAllegiance { get; init; } = "friendly"; + + /// Stat block for combat fallback. Defaults are commoner-ish (HP 8, AC 10). + [JsonPropertyName("hp")] + public int Hp { get; init; } = 8; + + [JsonPropertyName("ac")] + public int Ac { get; init; } = 10; + + [JsonPropertyName("ability_scores")] + public Dictionary AbilityScores { get; init; } = new(); + + /// Selection weight when multiple generic templates match the same role tag. + [JsonPropertyName("weight")] + public float Weight { get; init; } = 1f; +} diff --git a/Theriapolis.Core/Data/RoomTemplateDef.cs b/Theriapolis.Core/Data/RoomTemplateDef.cs new file mode 100644 index 0000000..e0112cf --- /dev/null +++ b/Theriapolis.Core/Data/RoomTemplateDef.cs @@ -0,0 +1,223 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 7 M0 — a single hand-authored dungeon room. Loaded from +/// Content/Data/room_templates/<type>/*.json. +/// +/// A template describes: +/// - The room's footprint in tactical tiles (perimeter walls included). +/// - The 2D ASCII : one char per tactical tile. +/// Legend (per Phase 7 plan §5.1): +/// # wall, . floor, , rubble, D door slot, +/// @ encounter slot, C container slot, T trap slot, +/// P pillar, B brazier, M mosaic (narrative), +/// S stairs (entry/exit only). +/// - Door positions on the perimeter (one entry per D in the grid). +/// - Encounter / container / trap slot positions (which the dungeon +/// populator fills with NPCs and loot). +/// - Optional narrative text surfaced by Scent Literacy / room-clear coda. +/// - The clade that the room — drives the +/// clade-responsive movement multiplier (Phase 7 plan §5.4). +/// +/// Templates are designer-friendly to author: edit ASCII art + a couple +/// of metadata blocks. +/// validates grid dimensions vs declared footprint, perimeter walls, +/// and that every D/@/C/T in the grid has +/// a matching slot record. +/// +public sealed record RoomTemplateDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// + /// Dungeon type the template belongs to: imperium, mine, + /// cult, cave, overgrown. Layout matchers filter + /// templates by type when assembling a dungeon. + /// + [JsonPropertyName("type")] + public string Type { get; init; } = ""; + + /// + /// Clade that built or originally inhabited the room. Drives Phase 7 + /// clade-responsive movement (a Large PC in a Mustelid tunnel takes 2× + /// movement points). Allowed: canid, felid, mustelid, + /// ursid, cervid, bovid, leporid, + /// imperium, none. Phase-7 Imperium templates use + /// imperium; templates that would be at home in any dungeon use + /// none. + /// + [JsonPropertyName("built_by")] + public string BuiltBy { get; init; } = "none"; + + /// + /// Size class — small, medium, large. Used by + /// the layout matcher to pick room mixes appropriate to the dungeon's + /// size band (small dungeons prefer small rooms, etc.). + /// + [JsonPropertyName("size_class")] + public string SizeClass { get; init; } = "medium"; + + /// + /// Roles this template is eligible for: entry, transit, + /// narrative, loot, boss, dead-end. A + /// template can be eligible for multiple roles (a "pillar room" can + /// serve as transit OR as a loot stash). + /// + [JsonPropertyName("roles_eligible")] + public string[] RolesEligible { get; init; } = Array.Empty(); + + /// Footprint width in tactical tiles. Includes perimeter walls. Must equal Grid[*].Length. + [JsonPropertyName("footprint_w_tiles")] + public int FootprintWTiles { get; init; } = 1; + + /// Footprint height in tactical tiles. Includes perimeter walls. Must equal Grid.Length. + [JsonPropertyName("footprint_h_tiles")] + public int FootprintHTiles { get; init; } = 1; + + /// + /// 2D ASCII art: one entry per row, one char per tactical tile. + /// Validated for perimeter wall completeness and slot-coordinate + /// matches at content-load time. + /// + [JsonPropertyName("grid")] + public string[] Grid { get; init; } = Array.Empty(); + + /// Door positions in template-local coords (matches D chars in ). + [JsonPropertyName("doors")] + public RoomDoor[] Doors { get; init; } = Array.Empty(); + + /// Encounter slot positions (matches @ chars). + [JsonPropertyName("encounter_slots")] + public RoomEncounterSlot[] EncounterSlots { get; init; } = Array.Empty(); + + /// Container slot positions (matches C chars). + [JsonPropertyName("container_slots")] + public RoomContainerSlot[] ContainerSlots { get; init; } = Array.Empty(); + + /// Trap slot positions (matches T chars). Phase 7 ships only tripwire traps. + [JsonPropertyName("trap_slots")] + public RoomTrapSlot[] TrapSlots { get; init; } = Array.Empty(); + + /// Decoration placements for non-slot decos (P pillar, B brazier, M mosaic). + [JsonPropertyName("decos")] + public RoomDecoPlacement[] Decos { get; init; } = Array.Empty(); + + /// + /// Environmental-story prose surfaced by Scent Literacy (Phase 6.5 M1) + /// in the InteractionScreen scent-overlay panel and by the dungeon- + /// clear coda. Null/empty for non-narrative templates. + /// + [JsonPropertyName("narrative_text")] + public string? NarrativeText { get; init; } = null; + + /// Selection weight in layout assembly. Default 1.0. + [JsonPropertyName("weight")] + public float Weight { get; init; } = 1f; +} + +public sealed record RoomDoor +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// Compass facing: "N" / "E" / "S" / "W". Door always sits on a perimeter cell. + [JsonPropertyName("facing")] + public string Facing { get; init; } = "S"; + + /// + /// Optional lock difficulty for this door. Empty = unlocked. Allowed: + /// trivial, easy, medium, hard — mapped to + /// LOCK_DC_* constants in code. + /// + [JsonPropertyName("lock")] + public string Lock { get; init; } = ""; +} + +public sealed record RoomEncounterSlot +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// + /// Spawn kind: PoiGuard / WildAnimal / Brigand / + /// Boss. Resolved against npc_templates.json's + /// per-dungeon-type spawn-kind override map at populate time. + /// + [JsonPropertyName("kind")] + public string Kind { get; init; } = "PoiGuard"; + + /// Likelihood the slot fires when a layout calls for variability. 1.0 = always. + [JsonPropertyName("weight")] + public float Weight { get; init; } = 1f; +} + +public sealed record RoomContainerSlot +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// + /// Loot-table band: t1 / t2 / t3. The dungeon's + /// layout maps a band to a real loot-table id at populate time + /// (). + /// + [JsonPropertyName("loot_table_band")] + public string LootTableBand { get; init; } = "t1"; + + /// True when the container is locked (key required, or STR/DEX check). + [JsonPropertyName("locked")] + public bool Locked { get; init; } = false; + + /// Optional lock difficulty if : trivial/easy/medium/hard. + [JsonPropertyName("lock")] + public string Lock { get; init; } = ""; +} + +public sealed record RoomTrapSlot +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// Trap kind. Phase 7 ships only tripwire. + [JsonPropertyName("kind")] + public string Kind { get; init; } = "tripwire"; + + /// Disarm DC tier: trivial, easy, medium. + [JsonPropertyName("disarm_dc")] + public string DisarmDc { get; init; } = "easy"; +} + +public sealed record RoomDecoPlacement +{ + [JsonPropertyName("x")] + public int X { get; init; } + + [JsonPropertyName("y")] + public int Y { get; init; } + + /// + /// Deco kind name. Allowed: pillar, brazier, mosaic, + /// imperium_statue. Trap / container / door / stairs decos are + /// declared via their respective slot collections, not here. + /// + [JsonPropertyName("deco")] + public string Deco { get; init; } = ""; +} diff --git a/Theriapolis.Core/Data/SettlementContent.cs b/Theriapolis.Core/Data/SettlementContent.cs new file mode 100644 index 0000000..f0bae66 --- /dev/null +++ b/Theriapolis.Core/Data/SettlementContent.cs @@ -0,0 +1,42 @@ +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M0 — bundle of all settlement-stamp content needed to drive +/// . Held by +/// ; passed into +/// as an optional argument so headless tools that don't need full content +/// (e.g. worldgen-dump) can run without it. +/// +public sealed class SettlementContent +{ + public IReadOnlyDictionary Buildings { get; } + public IReadOnlyDictionary PresetByAnchor { get; } + + /// Tier 1..5 → procedural layout (or null if no procedural layout for that tier). + public IReadOnlyDictionary ProceduralByTier { get; } + + public SettlementContent( + IReadOnlyDictionary buildings, + IReadOnlyDictionary presetByAnchor, + IReadOnlyDictionary proceduralByTier) + { + Buildings = buildings; + PresetByAnchor = presetByAnchor; + ProceduralByTier = proceduralByTier; + } + + /// + /// Look up the layout to use for a given settlement, preferring the + /// hand-authored preset for its anchor (if any) and falling back to the + /// procedural layout for its tier. + /// + public SettlementLayoutDef? ResolveFor(World.Settlement settlement) + { + if (settlement.Anchor is { } anchor && + PresetByAnchor.TryGetValue(anchor.ToString(), out var preset)) + return preset; + if (ProceduralByTier.TryGetValue(settlement.Tier, out var proc)) + return proc; + return null; + } +} diff --git a/Theriapolis.Core/Data/SettlementLayoutDef.cs b/Theriapolis.Core/Data/SettlementLayoutDef.cs new file mode 100644 index 0000000..c999294 --- /dev/null +++ b/Theriapolis.Core/Data/SettlementLayoutDef.cs @@ -0,0 +1,90 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Phase 6 M0 — describes how to lay buildings inside a settlement footprint. +/// +/// Two flavours: +/// 1. **Hand-authored preset** — `kind == "preset"`. The +/// array specifies each building by template id and offset from the +/// settlement centre. Used for narrative anchors (Millhaven, Thornfield). +/// 2. **Procedural rule-based** — `kind == "procedural"`. The +/// array specifies a mix of category weights ("inn" 0.1, "shop" 0.3, +/// "house" 0.6) and a target building count; +/// rolls templates from the matching categories until the target count is +/// met or no more building slots fit inside the plaza radius. +/// +/// Bound to a settlement either by anchor name (preset) or by tier +/// (procedural fallback for any non-anchor settlement of that tier). +/// +public sealed record SettlementLayoutDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + /// "preset" or "procedural". + [JsonPropertyName("kind")] + public string Kind { get; init; } = "procedural"; + + /// For preset layouts: matches Settlement.Anchor.ToString() (e.g. "Millhaven"). + [JsonPropertyName("anchor")] + public string Anchor { get; init; } = ""; + + /// For procedural layouts: matches Settlement.Tier (1–5). + [JsonPropertyName("tier")] + public int Tier { get; init; } = 0; + + // ── Preset payload ───────────────────────────────────────────────────── + + /// Building placements for preset layouts. Ignored when kind == "procedural". + [JsonPropertyName("buildings")] + public SettlementBuildingPlacement[] Buildings { get; init; } = Array.Empty(); + + // ── Procedural payload ───────────────────────────────────────────────── + + /// Category mix for procedural layouts. Ignored when kind == "preset". + [JsonPropertyName("category_weights")] + public Dictionary CategoryWeights { get; init; } = new(); + + /// Target building count for procedural layouts. + [JsonPropertyName("target_building_count")] + public int TargetBuildingCount { get; init; } = 5; + + /// + /// Plaza radius in tactical tiles to search for building slots (procedural). + /// If 0, the stamper picks one based on tier. + /// + [JsonPropertyName("plaza_radius_tiles")] + public int PlazaRadiusTiles { get; init; } = 0; +} + +public sealed record SettlementBuildingPlacement +{ + /// BuildingTemplateDef.Id to stamp. + [JsonPropertyName("template")] + public string Template { get; init; } = ""; + + /// + /// Offset from settlement centre in tactical tiles. (0,0) places the + /// building's centre on the settlement centre tile. + /// + [JsonPropertyName("offset")] + public int[] Offset { get; init; } = new[] { 0, 0 }; + + /// + /// Optional rotation: 0 / 90 / 180 / 270. Phase 6 M0 ignores; reserved + /// so layouts don't have to be re-authored when rotation lands. + /// + [JsonPropertyName("rotation_deg")] + public int RotationDeg { get; init; } = 0; + + /// + /// Override the role tag for one or more roles in this building. E.g. + /// the innkeeper template has role "innkeeper"; this preset assigns + /// it the named role "millhaven.innkeeper" so quest scripts can + /// reference the specific NPC. + /// + [JsonPropertyName("role_overrides")] + public Dictionary RoleOverrides { get; init; } = new(); +} diff --git a/Theriapolis.Core/Data/SpeciesDef.cs b/Theriapolis.Core/Data/SpeciesDef.cs new file mode 100644 index 0000000..2512b6d --- /dev/null +++ b/Theriapolis.Core/Data/SpeciesDef.cs @@ -0,0 +1,38 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable species (subrace-equivalent) record loaded from species.json. +/// Refines the parent : adds a body size, additional +/// ability mods, species-specific traits, and species-specific detriments. +/// +public sealed record SpeciesDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("clade_id")] + public string CladeId { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + /// Body size category, snake_case (small / medium / medium_large / large). + [JsonPropertyName("size")] + public string Size { get; init; } = "medium"; + + /// Additional ability mods on top of the clade's mods. + [JsonPropertyName("ability_mods")] + public Dictionary AbilityMods { get; init; } = new(); + + /// Base movement speed in feet per turn (5 ft. = 1 tactical tile per d20 standard). + [JsonPropertyName("base_speed_ft")] + public int BaseSpeedFt { get; init; } = 30; + + [JsonPropertyName("traits")] + public TraitDef[] Traits { get; init; } = Array.Empty(); + + [JsonPropertyName("detriments")] + public TraitDef[] Detriments { get; init; } = Array.Empty(); +} diff --git a/Theriapolis.Core/Data/SubclassDef.cs b/Theriapolis.Core/Data/SubclassDef.cs new file mode 100644 index 0000000..d89c8f3 --- /dev/null +++ b/Theriapolis.Core/Data/SubclassDef.cs @@ -0,0 +1,42 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Immutable subclass definition loaded from subclasses.json. Phase 5 +/// stores these but does not apply mechanics — subclass selection is the +/// level-3 flow that ships with Phase 5.5 / 6 leveling. Loaded so +/// ContentValidate can verify referential integrity from +/// . +/// +public sealed record SubclassDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("class_id")] + public string ClassId { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + [JsonPropertyName("flavor")] + public string Flavor { get; init; } = ""; + + /// Level → feature ids unlocked. Same shape as the class table. + [JsonPropertyName("level_features")] + public SubclassLevelEntry[] LevelFeatures { get; init; } = Array.Empty(); + + /// Subclass-specific feature descriptions, keyed by feature id. + [JsonPropertyName("feature_definitions")] + public Dictionary FeatureDefinitions { get; init; } = new(); +} + +public sealed record SubclassLevelEntry +{ + [JsonPropertyName("level")] + public int Level { get; init; } = 3; + + [JsonPropertyName("features")] + public string[] Features { get; init; } = Array.Empty(); +} diff --git a/Theriapolis.Core/Data/TraitDef.cs b/Theriapolis.Core/Data/TraitDef.cs new file mode 100644 index 0000000..ef5e35c --- /dev/null +++ b/Theriapolis.Core/Data/TraitDef.cs @@ -0,0 +1,21 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Data; + +/// +/// Trait or detriment entry shared by clades, species, and class features. +/// Phase 5 mostly stores these as descriptive text — only a handful have +/// real runtime mechanics (level-1 combat-touching features). The rest +/// surface as flavor in tooltips and the character sheet UI. +/// +public sealed record TraitDef +{ + [JsonPropertyName("id")] + public string Id { get; init; } = ""; + + [JsonPropertyName("name")] + public string Name { get; init; } = ""; + + [JsonPropertyName("description")] + public string Description { get; init; } = ""; +} diff --git a/Theriapolis.Core/Dungeons/ClademorphicMovement.cs b/Theriapolis.Core/Dungeons/ClademorphicMovement.cs new file mode 100644 index 0000000..9d5f74a --- /dev/null +++ b/Theriapolis.Core/Dungeons/ClademorphicMovement.cs @@ -0,0 +1,106 @@ +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M2 — clade-responsive dungeon movement cost. Per procgen.md +/// Layer 5 final paragraph and Phase 7 plan §5.4: a Large PC squeezing +/// through a Mustelid tunnel takes 2× movement points per tile; a Small +/// PC in an Ursid hall is exposed (×1.5); etc. +/// +/// Cost multiplier applies to tactical-tile movement budget per turn — +/// combat reach + LOS unchanged; only movement budget. The +/// caller ( or equivalent) +/// looks up the room the actor is currently in and consults +/// . +/// +/// Hybrid PCs use their dominant lineage's clade-implied size +/// for the lookup — matches the Phase 6.5 hybrid passing / presenting-clade +/// contract. A Wolf-Folk × Hare-Folk hybrid with DominantParent: Sire +/// reads as Wolf-Folk (MediumLarge); with DominantParent: Dam reads +/// as Hare-Folk (Medium). Outside dungeons the multiplier is always 1.0. +/// +/// Reference table (Phase 7 plan §5.4): +/// Player size | Built by Mustelid | Ursid | Cervid | Bovid | Imperium/None +/// Small | 1.0 | 1.5 | 1.0 | 1.2 | 1.0 +/// Medium | 1.2 | 1.0 | 1.0 | 1.0 | 1.0 +/// MediumLarge | 1.5 | 1.0 | 1.0 | 1.0 | 1.0 +/// Large | 2.0 | 1.0 | 1.2 | 1.0 | 1.0 +/// +public static class ClademorphicMovement +{ + /// + /// Multiplier on movement-cost-per-tile for a player of the given size + /// in a room built by the given clade. Returns 1.0 when no mismatch + /// applies. Unknown values default to 1.0 + /// (no penalty). + /// + public static float GetCostMultiplier(SizeCategory playerSize, string builtBy) + { + if (string.IsNullOrEmpty(builtBy)) return 1.0f; + // Normalise — JSON ships lowercase tags. + return builtBy.ToLowerInvariant() switch + { + "mustelid" => playerSize switch + { + SizeCategory.Small => 1.0f, + SizeCategory.Medium => C.MOVE_COST_MISMATCH_LIGHT, // 1.2 — slight squeeze + SizeCategory.MediumLarge => C.MOVE_COST_MISMATCH_MED, // 1.5 + SizeCategory.Large => C.MOVE_COST_MISMATCH_HEAVY, // 2.0 — squeezing + _ => 1.0f, + }, + "ursid" => playerSize switch + { + SizeCategory.Small => C.MOVE_COST_MISMATCH_MED, // exposed in cavernous halls + _ => 1.0f, + }, + "cervid" => playerSize switch + { + SizeCategory.Large => C.MOVE_COST_MISMATCH_LIGHT, // antler clearance + _ => 1.0f, + }, + "bovid" => playerSize switch + { + SizeCategory.Small => C.MOVE_COST_MISMATCH_LIGHT, + _ => 1.0f, + }, + // Canid / Felid / Leporid / Imperium / "none" / unknown: + _ => 1.0f, + }; + } + + /// + /// Convenience wrapper that resolves a character's effective size for + /// the lookup (handles Phase 6.5 hybrid dominant-lineage rules). + /// + public static float GetCostMultiplier(Character character, string builtBy) + { + if (character is null) return 1.0f; + var effectiveSize = EffectiveSize(character); + return GetCostMultiplier(effectiveSize, builtBy); + } + + /// + /// Resolve the size category that drives the clade-responsive lookup. + /// For purebred PCs, this is just . For + /// hybrid PCs, it's the size implied by the dominant-lineage species + /// — and we expose this as a separate helper so callers (e.g. NPC + /// mechanics that *also* need the presenting size) can reuse it. + /// + public static SizeCategory EffectiveSize(Character character) + { + if (character is null) throw new System.ArgumentNullException(nameof(character)); + if (!character.IsHybrid) return character.Size; + // Hybrid: pick the size implied by the dominant parent's species. + // The Hybrid record carries the species name only (string); the + // species-to-size mapping lives on Character.Species (the + // *presenting* species set at character creation per the dominant + // lineage). So for a hybrid PC the simplest (and load-bearing- + // correct) answer is the presenting species — which is exactly + // what character.Size already returns. Documented here so + // future agents don't replace this with a parent-species lookup + // and break the contract. + return character.Size; + } +} diff --git a/Theriapolis.Core/Dungeons/Dungeon.cs b/Theriapolis.Core/Dungeons/Dungeon.cs new file mode 100644 index 0000000..2976c0d --- /dev/null +++ b/Theriapolis.Core/Dungeons/Dungeon.cs @@ -0,0 +1,68 @@ +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — runtime view of an interior dungeon. Generated lazily on +/// the player's first entry to a PoI; persisted modifications live on +/// and +/// re-apply on reload. +/// +/// The dungeon owns its own bounded tactical-tile array (the scene-swap +/// model from Phase 7 plan §4.2): movement, combat, dialogue, and save/load +/// all work the same as the surface, but the renderer reads tiles from +/// instead of the chunk streamer. +/// +/// Coordinate space: Tiles[x, y] where x ∈ [0, W) and +/// y ∈ [0, H). Every 's AABB falls within these +/// bounds; corridor tiles between rooms are also in this array. +/// +public sealed class Dungeon +{ + /// Source PoI id. Identity for save lookups. + public int PoiId { get; } + + /// Dungeon type — drives art family, default loot tier, etc. + public PoiType Type { get; } + + /// The tactical-tile grid in dungeon-local coordinates. + public TacticalTile[,] Tiles { get; } + + /// Every room in layout order. Rooms[i].Id == i. + public Room[] Rooms { get; } + + /// + /// Door-anchored connections between rooms. Authoritative for + /// reachability — the graph is undirected (a connection from A→B is + /// implicit B→A; do not double-store). + /// + public RoomConnection[] Connections { get; } + + /// + /// Dungeon-local tile coords of the entrance. The player spawns here + /// on enter and exits when they cross this tile inbound from inside. + /// + public (int X, int Y) EntranceTile { get; } + + /// Width of the tile array (dungeon-local tiles). + public int W => Tiles.GetLength(0); + /// Height of the tile array (dungeon-local tiles). + public int H => Tiles.GetLength(1); + + public Dungeon( + int poiId, + PoiType type, + TacticalTile[,] tiles, + Room[] rooms, + RoomConnection[] connections, + (int X, int Y) entranceTile) + { + PoiId = poiId; + Type = type; + Tiles = tiles; + Rooms = rooms; + Connections = connections; + EntranceTile = entranceTile; + } +} diff --git a/Theriapolis.Core/Dungeons/DungeonGenerator.cs b/Theriapolis.Core/Dungeons/DungeonGenerator.cs new file mode 100644 index 0000000..e75cba1 --- /dev/null +++ b/Theriapolis.Core/Dungeons/DungeonGenerator.cs @@ -0,0 +1,140 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — top-level deterministic entry point for generating the +/// interior of a PoI on first visit. +/// +/// Determinism contract: (worldSeed, poiId) → byte-identical +/// across runs. Internally: +/// dungeonLayoutSeed = worldSeed ^ C.RNG_DUNGEON_LAYOUT ^ poiId +/// +/// Anchor-locked PoIs (Old Howl mine, Imperium Ruin showcase, Phase 7 M5 +/// content) bypass the procedural pipeline by routing to a pinned-rooms +/// layout JSON. The pinned layout names the exact templates to use, in +/// order; the assembler's branching policy still applies (typically +/// linear). M1 does NOT pin any specific anchor PoI to a layout — that +/// wiring lands in M5 alongside side_act_i_old_howl.json and the +/// showcase rebuild. M1 ships the routing infrastructure. +/// +public static class DungeonGenerator +{ + /// + /// Pure deterministic generator. Caller supplies the PoI's id (used as + /// the per-dungeon sub-seed nonce), the dungeon type (drives layout + /// selection + tile family), and the resolved content. + /// + /// — optional anchor id; when set, + /// the generator looks up + /// first. M1 + /// callers leave it null; M5+ wires the Old Howl + Imperium showcase + /// anchor routing. + /// + public static Dungeon Generate( + ulong worldSeed, + int poiId, + PoiType type, + ContentResolver content, + string? anchorOverride = null) + { + if (content is null) throw new ArgumentNullException(nameof(content)); + + ulong layoutSeed = worldSeed ^ C.RNG_DUNGEON_LAYOUT ^ (ulong)poiId; + + DungeonLayoutDef layout = ResolveLayout(type, content, anchorOverride); + + // Build the room-graph plan. + RoomGraphAssembler.Plan plan; + if (layout.PinnedRooms.Length > 0) + { + plan = AssemblePinnedLayout(layout, content, layoutSeed); + } + else + { + // Procedural layout — pick from typed templates. + string typeKey = TypeKeyFor(type); + if (!content.RoomTemplatesByType.TryGetValue(typeKey, out var typeTemplates) || typeTemplates.Count == 0) + throw new InvalidOperationException( + $"No room templates for dungeon type '{typeKey}' (PoiType.{type}). " + + "Did you author Content/Data/room_templates/{type}/*.json?"); + + plan = DungeonLayoutBuilder.Build(layout, typeTemplates, layoutSeed); + } + + // Paint the tiles. + var tiles = RoomTilePainter.Paint(plan, content.RoomTemplates, type); + + return new Dungeon( + poiId: poiId, + type: type, + tiles: tiles, + rooms: plan.Rooms, + connections: plan.Connections, + entranceTile: plan.EntranceTile); + } + + /// + /// Find a procedural layout for the given type. M1 picks the first + /// matching layout deterministically (room-count band tied to layout + /// id); M2+ may add LevelBand-driven small/medium/large selection. + /// + private static DungeonLayoutDef ResolveLayout(PoiType type, ContentResolver content, string? anchorOverride) + { + if (!string.IsNullOrEmpty(anchorOverride) + && content.DungeonLayoutsByAnchor.TryGetValue(anchorOverride, out var pinned)) + return pinned; + + // Find the first non-anchor layout for this type. Stable order: + // dictionary iteration is unordered in C# but DungeonLayouts is built + // from a sorted file list (LoadDungeonLayouts orders by file path), + // so iteration follows that order on .NET 8. + foreach (var l in content.DungeonLayouts.Values) + { + if (!string.IsNullOrEmpty(l.Anchor)) continue; + if (string.Equals(l.DungeonType, type.ToString(), StringComparison.OrdinalIgnoreCase)) + return l; + } + throw new InvalidOperationException( + $"No dungeon layout found for PoiType.{type}. " + + "Author Content/Data/dungeon_layouts/_.json."); + } + + private static string TypeKeyFor(PoiType type) => type switch + { + PoiType.ImperiumRuin => "imperium", + PoiType.AbandonedMine => "mine", + PoiType.CultDen => "cult", + PoiType.NaturalCave => "cave", + PoiType.OvergrownSettlement => "overgrown", + _ => "imperium", + }; + + /// + /// Build a plan from a pinned-rooms layout. Pinned layouts always use + /// linear branching (the canonical Old Howl + Imperium showcase shape) + /// — no retry, no fallback, no random pick. + /// + private static RoomGraphAssembler.Plan AssemblePinnedLayout( + DungeonLayoutDef layout, ContentResolver content, ulong layoutSeed) + { + var picks = new List(layout.PinnedRooms.Length); + var roles = new List(layout.PinnedRooms.Length); + foreach (var pin in layout.PinnedRooms) + { + if (!content.RoomTemplates.TryGetValue(pin.Template, out var def)) + throw new InvalidOperationException( + $"Pinned layout '{layout.Id}' references unknown template '{pin.Template}'. " + + "ContentLoader should have caught this — re-run content-validate."); + picks.Add(def); + roles.Add(RoomRoleExtensions.Parse(pin.Role)); + } + var rng = new Util.SeededRng(layoutSeed); + var plan = RoomGraphAssembler.TryAssemble(picks, roles, "linear", rng); + if (plan is null) + throw new InvalidOperationException( + $"Pinned layout '{layout.Id}' failed to assemble. Pinned layouts must be hand-validated."); + return plan; + } +} diff --git a/Theriapolis.Core/Dungeons/DungeonLayoutBuilder.cs b/Theriapolis.Core/Dungeons/DungeonLayoutBuilder.cs new file mode 100644 index 0000000..9a76b4c --- /dev/null +++ b/Theriapolis.Core/Dungeons/DungeonLayoutBuilder.cs @@ -0,0 +1,226 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — picks room templates per layout, then hands them to +/// . Pure deterministic given the seed +/// and layout. +/// +/// Algorithm: +/// 1. Roll roomCount in [RoomCountMin, RoomCountMax]. +/// 2. Pick the entry-room template (filtered to role: entry). +/// 3. Reserve slots for required roles (boss, narrative, etc.). Insert +/// them last so they don't get crowded out by transit picks. +/// 4. Fill remaining slots with transit / loot / dead-end picks. +/// 5. Hand the template list + role list to the assembler. +/// 6. On assembly failure, retry up to +/// C.DUNGEON_LAYOUT_MAX_ATTEMPTS times. If all retries fail, +/// fall back to a guaranteed-valid linear chain of N transit rooms. +/// +/// Anchor-locked layouts (Old Howl mine, Imperium showcase) bypass this +/// pipeline — short-circuits to the pinned +/// template list directly. +/// +internal static class DungeonLayoutBuilder +{ + /// + /// Build a fully-assembled for + /// the given layout + content. Returns the plan from the first + /// successful attempt; falls back to the linear-chain plan if every + /// attempt fails. + /// + public static RoomGraphAssembler.Plan Build( + DungeonLayoutDef layout, + IReadOnlyList typeTemplates, + ulong layoutSeed) + { + if (layout is null) throw new ArgumentNullException(nameof(layout)); + if (typeTemplates is null || typeTemplates.Count == 0) + throw new ArgumentException("no templates available for this dungeon type", nameof(typeTemplates)); + + var rng = new SeededRng(layoutSeed); + + for (int attempt = 0; attempt < C.DUNGEON_LAYOUT_MAX_ATTEMPTS; attempt++) + { + int roomCount = rng.NextInt(layout.RoomCountMin, layout.RoomCountMax + 1); + var (picks, roles) = PickTemplates(layout, typeTemplates, roomCount, rng); + if (picks is null) continue; + + var plan = RoomGraphAssembler.TryAssemble(picks, roles!, layout.Branching, rng); + if (plan is not null) return plan; + } + + // Fallback: guaranteed-valid linear chain. + return BuildLinearFallback(layout, typeTemplates, rng); + } + + private static (RoomTemplateDef[]? picks, RoomRole[]? roles) PickTemplates( + DungeonLayoutDef layout, + IReadOnlyList typeTemplates, + int roomCount, + SeededRng rng) + { + // Group templates by eligible role for fast picking. + var byRole = new Dictionary>(); + foreach (var t in typeTemplates) + foreach (var roleTag in t.RolesEligible) + { + RoomRole role; + try { role = RoomRoleExtensions.Parse(roleTag); } catch { continue; } + if (!byRole.TryGetValue(role, out var list)) + byRole[role] = list = new List(); + list.Add(t); + } + + // Required roles must each be satisfiable. + var requiredRoles = new List(); + foreach (var raw in layout.RequiredRoles) + { + try + { + var r = RoomRoleExtensions.Parse(raw); + if (!byRole.ContainsKey(r) || byRole[r].Count == 0) return (null, null); + requiredRoles.Add(r); + } + catch { return (null, null); } + } + + // 1. Entry: pick from "entry" pool (always required). + if (!byRole.TryGetValue(RoomRole.Entry, out var entryPool) || entryPool.Count == 0) return (null, null); + var entryPick = PickWeighted(entryPool, rng); + + var picks = new List { entryPick }; + var roles = new List { RoomRole.Entry }; + + // 2. Reserve required-role slots (excluding entry, which is implicit). + var deferred = new List(); + foreach (var r in requiredRoles) + { + if (r == RoomRole.Entry) continue; // already placed + deferred.Add(r); + } + + // 3. Fill remaining slots with transit / loot / dead-end. + var optionalRoles = new List(); + foreach (var raw in layout.OptionalRoles) + { + try { optionalRoles.Add(RoomRoleExtensions.Parse(raw)); } catch { /* ignore */ } + } + if (optionalRoles.Count == 0) optionalRoles.Add(RoomRole.Transit); + + int slotsLeft = roomCount - 1 - deferred.Count; + if (slotsLeft < 0) return (null, null); // required-role count exceeds room count + + for (int i = 0; i < slotsLeft; i++) + { + var role = optionalRoles[rng.NextInt(0, optionalRoles.Count)]; + if (!byRole.TryGetValue(role, out var pool) || pool.Count == 0) + role = RoomRole.Transit; + // Fall back to typeTemplates if the role pool is empty. + var fromPool = byRole.TryGetValue(role, out var p) && p.Count > 0 + ? PickWeighted(p, rng) + : PickWeighted(typeTemplates, rng); + picks.Add(fromPool); + roles.Add(role); + } + + // 4. Append deferred required-role picks (boss last so it ends the layout). + deferred.Sort((a, b) => RolePriority(a).CompareTo(RolePriority(b))); + foreach (var r in deferred) + { + picks.Add(PickWeighted(byRole[r], rng)); + roles.Add(r); + } + + return (picks.ToArray(), roles.ToArray()); + } + + private static int RolePriority(RoomRole r) => r switch + { + RoomRole.Narrative => 0, + RoomRole.Loot => 1, + RoomRole.DeadEnd => 2, + RoomRole.Boss => 9, // boss room last + _ => 5, + }; + + private static RoomTemplateDef PickWeighted(IReadOnlyList pool, SeededRng rng) + { + if (pool.Count == 1) return pool[0]; + float total = 0f; + foreach (var t in pool) total += t.Weight > 0 ? t.Weight : 1f; + float roll = rng.NextFloat() * total; + float acc = 0f; + foreach (var t in pool) + { + acc += t.Weight > 0 ? t.Weight : 1f; + if (roll <= acc) return t; + } + return pool[pool.Count - 1]; + } + + private static RoomGraphAssembler.Plan BuildLinearFallback( + DungeonLayoutDef layout, + IReadOnlyList typeTemplates, + SeededRng rng) + { + // Linear chain: entry → N transits → boss (if required). The pure + // last-resort path; any layout reaches it via a deterministic-but- + // logged rng state. + var entryPool = typeTemplates.Where(t => t.RolesEligible.Contains("entry", StringComparer.OrdinalIgnoreCase)).ToList(); + if (entryPool.Count == 0) entryPool = typeTemplates.ToList(); + var transitPool = typeTemplates.Where(t => t.RolesEligible.Contains("transit", StringComparer.OrdinalIgnoreCase)).ToList(); + if (transitPool.Count == 0) transitPool = typeTemplates.ToList(); + var bossPool = typeTemplates.Where(t => t.RolesEligible.Contains("boss", StringComparer.OrdinalIgnoreCase)).ToList(); + + bool wantsBoss = layout.RequiredRoles.Contains("boss", StringComparer.OrdinalIgnoreCase) && bossPool.Count > 0; + + int roomCount = layout.RoomCountMin; + var picks = new List { PickWeighted(entryPool, rng) }; + var roles = new List { RoomRole.Entry }; + + int transitCount = wantsBoss ? roomCount - 2 : roomCount - 1; + for (int i = 0; i < transitCount; i++) + { + picks.Add(PickWeighted(transitPool, rng)); + roles.Add(RoomRole.Transit); + } + if (wantsBoss) + { + picks.Add(PickWeighted(bossPool, rng)); + roles.Add(RoomRole.Boss); + } + + // Force the linear branching policy here regardless of layout; the + // fallback exists exactly because branching/loop assembly failed. + var plan = RoomGraphAssembler.TryAssemble(picks, roles, "linear", rng); + if (plan is null) + { + // Truly degenerate — single-room dungeon (entry only). + var only = picks[0]; + int pad = C.DUNGEON_AABB_PADDING; + var rooms = new[] + { + new Room + { + Id = 0, TemplateId = only.Id, + AabbX = pad, AabbY = pad, + AabbW = only.FootprintWTiles, AabbH = only.FootprintHTiles, + BuiltBy = only.BuiltBy, Role = RoomRole.Entry, + NarrativeText = only.NarrativeText, + }, + }; + (int X, int Y) entrance = only.Doors.Length > 0 + ? (pad + only.Doors[0].X, pad + only.Doors[0].Y) + : (pad + only.FootprintWTiles / 2, pad); + return new RoomGraphAssembler.Plan( + rooms, Array.Empty(), + only.FootprintWTiles + 2 * pad, + only.FootprintHTiles + 2 * pad, + entrance); + } + return plan; + } +} diff --git a/Theriapolis.Core/Dungeons/DungeonPopulation.cs b/Theriapolis.Core/Dungeons/DungeonPopulation.cs new file mode 100644 index 0000000..8d8a434 --- /dev/null +++ b/Theriapolis.Core/Dungeons/DungeonPopulation.cs @@ -0,0 +1,68 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M2 — pre-instantiated population of a generated dungeon. Holds: +/// - The list of entries (one per encounter +/// slot in any room) — coordinates + template + role tag. +/// - The list of entries (one per +/// container slot) — coordinates + table id + pre-rolled item drops. +/// +/// Generated alongside (and from) a via +/// . Living combatants and item +/// pickups derive from these records on first dungeon entry; the +/// +/// persists which entries have been resolved (cleared / looted) so +/// re-entry doesn't re-spawn them. +/// +public sealed class DungeonPopulation +{ + public DungeonSpawn[] Spawns { get; } + public DungeonContainer[] Containers { get; } + + public DungeonPopulation(DungeonSpawn[] spawns, DungeonContainer[] containers) + { + Spawns = spawns; + Containers = containers; + } +} + +/// +/// One @ encounter slot in a generated dungeon — resolved to the +/// concrete NPC template that fills it. The dungeon coords are absolute +/// (within the dungeon's tile array, not template-local). +/// +public readonly record struct DungeonSpawn( + /// Index into the spawn lives in. + int RoomId, + /// Dungeon-local tile-X. + int X, + /// Dungeon-local tile-Y. + int Y, + /// The chosen NPC template. Caller instantiates from this. + NpcTemplateDef Template, + /// Spawn-kind tag the slot declared (PoiGuard / WildAnimal / Brigand / Boss). + string Kind); + +/// +/// One C container slot in a generated dungeon — resolved to the +/// concrete loot drop. Populated at generation time so the same +/// (worldSeed, poiId, slotIdx) always rolls identical items. +/// +public readonly record struct DungeonContainer( + /// Index into the container is in. + int RoomId, + /// Dungeon-local tile-X. + int X, + /// Dungeon-local tile-Y. + int Y, + /// Loot-table id consulted at populate time. + string TableId, + /// Pre-rolled item drops, ready to transfer on player loot. + ItemInstance[] Drops, + /// True when the slot's grid char declared locked. + bool Locked, + /// Lock difficulty tier ("trivial"/"easy"/"medium"/"hard"; empty when unlocked). + string LockTier); diff --git a/Theriapolis.Core/Dungeons/DungeonPopulator.cs b/Theriapolis.Core/Dungeons/DungeonPopulator.cs new file mode 100644 index 0000000..cc53155 --- /dev/null +++ b/Theriapolis.Core/Dungeons/DungeonPopulator.cs @@ -0,0 +1,195 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Loot; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M2 — populate a generated 's encounter +/// and container slots. Pure deterministic given the same inputs: +/// (worldSeed, poiId, dungeon, content, levelBand). +/// +/// For each room: +/// - Walk the room's source +/// and resolve each slot to a concrete via +/// +/// (with a fallback to +/// middle tier if the per-dungeon-type table doesn't list that kind). +/// - Walk the source and +/// pre-roll each container's loot via +/// , mapping the container's +/// loot_table_band through the layout's +/// loot_table_per_band to a concrete table id. +/// +/// Boss-room encounter slots use the dungeon-type's "Boss" +/// template if available, otherwise fall back to the "PoiGuard" +/// template — no boss → strong-guard graceful degradation. +/// +/// Per-NPC-spawn RNG sub-seed: +/// populateSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_POPULATE ^ roomId ^ slotIdx +/// — present so future variant rolls (e.g. random which-of-N-equivalent- +/// templates) stay deterministic. M2 doesn't read it (per-kind template +/// is fixed by the override map) but the helper is wired up so M3+ +/// content can use it without a contract change. +/// +public static class DungeonPopulator +{ + /// + /// Populate a freshly-generated dungeon. + /// is the dungeon-layout id (from ); + /// the populator looks it up via to read + /// loot-band → table mappings. is the + /// PoI's authored level band (0..3) and selects which loot tier + /// each container slot rolls. + /// + public static DungeonPopulation Populate( + Dungeon dungeon, + DungeonLayoutDef layout, + ContentResolver content, + int levelBand, + ulong worldSeed) + { + if (dungeon is null) throw new System.ArgumentNullException(nameof(dungeon)); + if (layout is null) throw new System.ArgumentNullException(nameof(layout)); + if (content is null) throw new System.ArgumentNullException(nameof(content)); + + ulong dungeonLayoutSeed = worldSeed ^ C.RNG_DUNGEON_LAYOUT ^ (ulong)dungeon.PoiId; + + // Resolve loot-band → table-id mapping for this layout + level band. + string lootBand = ResolveLootBand(layout, levelBand); + layout.LootTablePerBand.TryGetValue(lootBand, out var lootTableForBand); + + var spawns = new List(); + var containers = new List(); + + // Per-dungeon spawn-kind resolver lookup. + string typeKey = dungeon.Type.ToString(); + content.Npcs.SpawnKindToTemplateByDungeonType.TryGetValue(typeKey, out var kindMap); + + int globalContainerIdx = 0; + int globalSpawnIdx = 0; + + foreach (var room in dungeon.Rooms) + { + if (!content.RoomTemplates.TryGetValue(room.TemplateId, out var def)) + continue; + + // Encounter slots → concrete spawns. + foreach (var slot in def.EncounterSlots) + { + var template = ResolveSpawnTemplate(slot.Kind, room.Role, kindMap, content.Npcs, dungeon.Type); + if (template is null) { globalSpawnIdx++; continue; } + + int absX = room.AabbX + slot.X; + int absY = room.AabbY + slot.Y; + spawns.Add(new DungeonSpawn( + RoomId: room.Id, + X: absX, + Y: absY, + Template: template, + Kind: slot.Kind)); + globalSpawnIdx++; + } + + // Container slots → pre-rolled loot. + foreach (var slot in def.ContainerSlots) + { + int absX = room.AabbX + slot.X; + int absY = room.AabbY + slot.Y; + // Per-container band: room's container slot may declare its + // own band (e.g. boss room slot says "t3"); otherwise we + // use the layout's level-band → loot-band lookup. + string slotBand = !string.IsNullOrEmpty(slot.LootTableBand) ? slot.LootTableBand : lootBand; + layout.LootTablePerBand.TryGetValue(slotBand, out var slotTableId); + slotTableId ??= lootTableForBand ?? ""; + + var drops = string.IsNullOrEmpty(slotTableId) + ? System.Array.Empty() + : LootGenerator.RollContainer( + tableId: slotTableId, + dungeonLayoutSeed: dungeonLayoutSeed, + slotIdx: globalContainerIdx, + tables: content.LootTables, + items: content.Items); + + containers.Add(new DungeonContainer( + RoomId: room.Id, + X: absX, + Y: absY, + TableId: slotTableId ?? "", + Drops: drops, + Locked: slot.Locked, + LockTier: slot.Lock)); + globalContainerIdx++; + } + } + + return new DungeonPopulation(spawns.ToArray(), containers.ToArray()); + } + + private static string ResolveLootBand(DungeonLayoutDef layout, int levelBand) + { + var key = levelBand.ToString(System.Globalization.CultureInfo.InvariantCulture); + if (layout.LevelBandToLootBand.TryGetValue(key, out var band) && !string.IsNullOrEmpty(band)) + return band; + // Default per the Phase 7 plan §5.5 thresholds: + // levelBand 0..1 → t1, 2 → t2, 3+ → t3. + return levelBand switch + { + <= 1 => "t1", + 2 => "t2", + _ => "t3", + }; + } + + /// + /// Resolve a slot's spawn-kind tag to a concrete NPC template. Boss + /// slots get the dungeon-type's "Boss" template if listed; otherwise + /// the slot's own kind, with a graceful fall-through to the + /// existing per-zone table at the mid tier. + /// + private static NpcTemplateDef? ResolveSpawnTemplate( + string slotKind, + RoomRole roomRole, + IReadOnlyDictionary? kindMap, + NpcTemplateContent npcs, + PoiType dungeonType) + { + // Boss-role rooms with a boss kind: prefer the per-dungeon-type + // "Boss" entry. If neither the slot says "Boss" nor the room is + // a boss room, this branch doesn't fire. + string effectiveKind = slotKind; + if (roomRole == RoomRole.Boss && string.Equals(slotKind, "Boss", System.StringComparison.OrdinalIgnoreCase)) + { + effectiveKind = "Boss"; + } + + // 1. Per-dungeon-type override. + if (kindMap is not null && kindMap.TryGetValue(effectiveKind, out var tplId)) + { + foreach (var t in npcs.Templates) + if (string.Equals(t.Id, tplId, System.StringComparison.OrdinalIgnoreCase)) + return t; + } + + // 2. Boss kind unmapped → fall back to PoiGuard for the same dungeon type. + if (effectiveKind == "Boss" && kindMap is not null && kindMap.TryGetValue("PoiGuard", out var guardId)) + { + foreach (var t in npcs.Templates) + if (string.Equals(t.Id, guardId, System.StringComparison.OrdinalIgnoreCase)) + return t; + } + + // 3. Final fallback: the per-zone table at zone 2 (mid). + if (npcs.SpawnKindToTemplateByZone.TryGetValue(slotKind, out var byZone) && byZone.Length > 0) + { + int z = System.Math.Min(2, byZone.Length - 1); + string id = byZone[z]; + foreach (var t in npcs.Templates) + if (string.Equals(t.Id, id, System.StringComparison.OrdinalIgnoreCase)) + return t; + } + return null; + } +} diff --git a/Theriapolis.Core/Dungeons/Room.cs b/Theriapolis.Core/Dungeons/Room.cs new file mode 100644 index 0000000..08d1562 --- /dev/null +++ b/Theriapolis.Core/Dungeons/Room.cs @@ -0,0 +1,49 @@ +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — runtime state for a single room inside a generated dungeon. +/// +/// A Room records its template id, its dungeon-local axis-aligned bounding +/// box (top-left corner + dimensions, in tactical tiles), the clade that +/// built it (drives clade-responsive movement cost per Phase 7 plan §5.4), +/// and the role it occupies in the dungeon's layout. Mutable runtime state +/// (cleared / looted flags) lives on the +/// snapshot, not here, so this record stays a deterministic baseline view. +/// +public sealed class Room +{ + /// Stable id within a dungeon (0..Dungeon.Rooms.Length-1). + public int Id { get; init; } + + /// Reference back to the source . + public string TemplateId { get; init; } = ""; + + /// Dungeon-local AABB top-left X (tile units). Inclusive. + public int AabbX { get; init; } + /// Dungeon-local AABB top-left Y (tile units). Inclusive. + public int AabbY { get; init; } + /// AABB width in tactical tiles (matches the source template's footprint_w_tiles). + public int AabbW { get; init; } + /// AABB height in tactical tiles (matches the source template's footprint_h_tiles). + public int AabbH { get; init; } + + /// + /// Builder clade — drives the clade-responsive movement multiplier + /// (ClademorphicMovement.GetCostMultiplier) the player pays + /// while moving through this room. Empty / "none" means no penalty. + /// + public string BuiltBy { get; init; } = "none"; + + /// Role assigned at layout-build time. + public RoomRole Role { get; init; } + + /// + /// Optional environmental-storytelling prose surfaced by the + /// InteractionScreen scent-overlay panel (Phase 6.5 M1) and the + /// dungeon-clear coda. Null when the source template doesn't carry one. + /// + public string? NarrativeText { get; init; } + + public override string ToString() + => $"Room[id={Id} role={Role} aabb=({AabbX},{AabbY},{AabbW}x{AabbH}) tpl={TemplateId}]"; +} diff --git a/Theriapolis.Core/Dungeons/RoomConnection.cs b/Theriapolis.Core/Dungeons/RoomConnection.cs new file mode 100644 index 0000000..1b9ec51 --- /dev/null +++ b/Theriapolis.Core/Dungeons/RoomConnection.cs @@ -0,0 +1,23 @@ +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — a connection between two rooms in a dungeon, anchored by +/// the door tile on each side. Connections are created by +/// when matching one room's outgoing door +/// to another's incoming door; they're authoritative for reachability +/// (BFS over connections, not over the painted tile array). +/// +/// Door coordinates are in dungeon-local tile space and address the +/// *door tile itself* (carved out of the perimeter wall). The door state +/// (open / closed / locked) lives in +/// — this record carries only the deterministic baseline. +/// +public readonly record struct RoomConnection( + int RoomA, + int DoorAx, + int DoorAy, + int RoomB, + int DoorBx, + int DoorBy, + /// Lock difficulty tier or "" for unlocked. Matches RoomDoor.Lock values. + string Lock = ""); diff --git a/Theriapolis.Core/Dungeons/RoomGraphAssembler.cs b/Theriapolis.Core/Dungeons/RoomGraphAssembler.cs new file mode 100644 index 0000000..1d30713 --- /dev/null +++ b/Theriapolis.Core/Dungeons/RoomGraphAssembler.cs @@ -0,0 +1,376 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — pure deterministic room-graph assembly. Given a list of +/// picked templates (in order: entry first, others in pick order) and a +/// branching policy, returns: +/// - Per-room placement (AABB top-left + Role) +/// - List of binding rooms via matched +/// door tiles +/// +/// The assembler does NOT paint tiles — it only decides geometry. Tile +/// painting + corridor stamping is 's job. +/// +/// Placement algorithm: rooms snap to a 16-tile grid, placed left-to-right +/// in chains; each non-entry room picks an existing-room neighbour from +/// the eligible set (linear → previous; branching → uniform-random prior; +/// loop → branching + one extra closing connection). The neighbour's +/// available-side pool determines which AABB slot the new room takes. +/// +/// Returns null on failure (overlap, unreachable). Caller retries with a +/// fresh seed up to times then +/// falls back to the linear policy. +/// +internal static class RoomGraphAssembler +{ + public sealed class Plan + { + public Room[] Rooms; + public RoomConnection[] Connections; + public int DungeonW; + public int DungeonH; + public (int X, int Y) EntranceTile; + + public Plan(Room[] rooms, RoomConnection[] connections, int w, int h, (int, int) entranceTile) + { + Rooms = rooms; + Connections = connections; + DungeonW = w; + DungeonH = h; + EntranceTile = entranceTile; + } + } + + /// + /// Try to assemble. is one of + /// linear / branching / loop. Returns null on + /// any geometric failure; caller retries. + /// + public static Plan? TryAssemble( + IReadOnlyList picks, + IReadOnlyList roles, + string branching, + SeededRng rng) + { + if (picks.Count == 0) return null; + if (picks.Count != roles.Count) throw new ArgumentException("picks and roles length mismatch"); + + // Step 1: place the entry room at the origin, padded by AABB padding. + int pad = C.DUNGEON_AABB_PADDING; + int gap = C.ROOM_INTER_ROOM_GAP_TILES; + + var rooms = new Room[picks.Count]; + // Track absolute AABBs for overlap testing. + var bounds = new (int x, int y, int w, int h)[picks.Count]; + + var entry = picks[0]; + rooms[0] = new Room + { + Id = 0, + TemplateId = entry.Id, + AabbX = pad, + AabbY = pad, + AabbW = entry.FootprintWTiles, + AabbH = entry.FootprintHTiles, + BuiltBy = entry.BuiltBy, + Role = roles[0], + NarrativeText = entry.NarrativeText, + }; + bounds[0] = (pad, pad, entry.FootprintWTiles, entry.FootprintHTiles); + + var connections = new List(picks.Count); + + // Step 2: place each subsequent room next to a chosen prior room. + for (int i = 1; i < picks.Count; i++) + { + int parentIdx = ChooseParent(branching, i, rng); + var parent = bounds[parentIdx]; + var tpl = picks[i]; + + // Try each cardinal direction in a deterministic order; pick the + // first that doesn't overlap. Order rotates per `i` so different + // seeds produce different-looking layouts. + int[] dirOrder = RotateDirOrder(i, rng); + (int x, int y, int dir)? placement = null; + foreach (int d in dirOrder) + { + var topLeft = TryPlaceAdjacent(parent, tpl.FootprintWTiles, tpl.FootprintHTiles, d, gap); + if (topLeft is null) continue; + var candBounds = (topLeft.Value.x, topLeft.Value.y, tpl.FootprintWTiles, tpl.FootprintHTiles); + if (Overlaps(candBounds, bounds, i)) continue; + placement = (topLeft.Value.x, topLeft.Value.y, d); + break; + } + if (placement is null) return null; // ran out of room sides + + rooms[i] = new Room + { + Id = i, + TemplateId = tpl.Id, + AabbX = placement.Value.x, + AabbY = placement.Value.y, + AabbW = tpl.FootprintWTiles, + AabbH = tpl.FootprintHTiles, + BuiltBy = tpl.BuiltBy, + Role = roles[i], + NarrativeText = tpl.NarrativeText, + }; + bounds[i] = (placement.Value.x, placement.Value.y, tpl.FootprintWTiles, tpl.FootprintHTiles); + + // Pick the door pair: parent's near-side door, this room's + // far-side door. If neither template has a matching door we + // synthesize a door at the AABB midpoint of the touching edge — + // the painter will carve it through the wall. + var conn = MatchDoors(rooms[parentIdx], picks[parentIdx], rooms[i], tpl, placement.Value.dir); + connections.Add(conn); + } + + // Step 3 (loop policy only): add one extra closing connection if a + // suitable pair exists. The closing connection must not duplicate + // an existing edge. + if (branching == "loop" && rooms.Length >= 4) + { + // Pick room i (not 0) and j > 1, j != i, with no existing edge. + int triesLeft = 8; + while (triesLeft-- > 0) + { + int i = rng.NextInt(2, rooms.Length); + int j = rng.NextInt(2, rooms.Length); + if (i == j) continue; + if (HasEdge(connections, i, j)) continue; + var dir = AdjacentDirection(bounds[i], bounds[j], gap + 2); + if (dir is null) continue; + connections.Add(MatchDoors(rooms[i], picks[i], rooms[j], picks[j], dir.Value)); + break; + } + } + + // Step 4: BFS reachability — every room must be reachable from room 0. + if (!IsReachable(rooms.Length, connections)) return null; + + // Step 5: compute dungeon bounds. + int minX = int.MaxValue, minY = int.MaxValue, maxX = 0, maxY = 0; + foreach (var b in bounds) + { + if (b.x < minX) minX = b.x; + if (b.y < minY) minY = b.y; + if (b.x + b.w > maxX) maxX = b.x + b.w; + if (b.y + b.h > maxY) maxY = b.y + b.h; + } + // Translate everything so origin is (pad, pad). + int dx = pad - minX; + int dy = pad - minY; + if (dx != 0 || dy != 0) + { + for (int i = 0; i < rooms.Length; i++) + { + rooms[i] = new Room + { + Id = rooms[i].Id, + TemplateId = rooms[i].TemplateId, + AabbX = rooms[i].AabbX + dx, + AabbY = rooms[i].AabbY + dy, + AabbW = rooms[i].AabbW, + AabbH = rooms[i].AabbH, + BuiltBy = rooms[i].BuiltBy, + Role = rooms[i].Role, + NarrativeText = rooms[i].NarrativeText, + }; + } + for (int k = 0; k < connections.Count; k++) + { + var c = connections[k]; + connections[k] = c with + { + DoorAx = c.DoorAx + dx, + DoorAy = c.DoorAy + dy, + DoorBx = c.DoorBx + dx, + DoorBy = c.DoorBy + dy, + }; + } + } + + int dungeonW = maxX - minX + 2 * pad; + int dungeonH = maxY - minY + 2 * pad; + + // Entrance tile — pick the entry room's first declared door if any, + // otherwise the centre of its top edge. (M1 always has a door because + // every authored entry template declares at least one.) + var entryDoor = picks[0].Doors.Length > 0 ? picks[0].Doors[0] : null; + (int X, int Y) entranceTile; + if (entryDoor is not null) + entranceTile = (rooms[0].AabbX + entryDoor.X, rooms[0].AabbY + entryDoor.Y); + else + entranceTile = (rooms[0].AabbX + rooms[0].AabbW / 2, rooms[0].AabbY); + + return new Plan(rooms, connections.ToArray(), dungeonW, dungeonH, entranceTile); + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private static int ChooseParent(string branching, int childIdx, SeededRng rng) => branching switch + { + "linear" => childIdx - 1, + "branching" => rng.NextInt(0, childIdx), + "loop" => rng.NextInt(0, childIdx), + _ => childIdx - 1, + }; + + private static int[] RotateDirOrder(int i, SeededRng rng) + { + // Rotate base order by `i % 4` so adjacent rooms don't pile up on + // the same axis. Add a small RNG-driven secondary shuffle so seeds + // diverge. + int[] baseOrder = new[] { 0, 1, 2, 3 }; // 0=E, 1=S, 2=W, 3=N + int rot = i % 4; + var rotated = new int[4]; + for (int k = 0; k < 4; k++) rotated[k] = baseOrder[(k + rot) % 4]; + // 50% chance to swap pairs (small variation) + if ((rng.NextUInt64() & 1) == 1) + { + (rotated[0], rotated[2]) = (rotated[2], rotated[0]); + } + return rotated; + } + + private static (int x, int y)? TryPlaceAdjacent( + (int x, int y, int w, int h) parent, + int childW, int childH, int direction, int gap) + { + // direction: 0=E, 1=S, 2=W, 3=N. Child’s top-left is offset from + // parent's outer edge by `gap` tiles so a corridor segment fits. + return direction switch + { + 0 => (parent.x + parent.w + gap, parent.y), // east + 1 => (parent.x, parent.y + parent.h + gap), // south + 2 => (parent.x - childW - gap, parent.y), // west + 3 => (parent.x, parent.y - childH - gap), // north + _ => null, + }; + } + + private static bool Overlaps( + (int x, int y, int w, int h) cand, + (int x, int y, int w, int h)[] bounds, + int countSoFar) + { + for (int k = 0; k < countSoFar; k++) + { + var b = bounds[k]; + // AABB overlap: not (cand right of b OR cand left of b OR cand below b OR cand above b) + bool noOverlap = cand.x + cand.w <= b.x + || b.x + b.w <= cand.x + || cand.y + cand.h <= b.y + || b.y + b.h <= cand.y; + if (!noOverlap) return true; + } + return false; + } + + private static int? AdjacentDirection( + (int x, int y, int w, int h) a, + (int x, int y, int w, int h) b, int slack) + { + // Returns a direction code (0=E,1=S,2=W,3=N) for "b is to the X of + // a within `slack` tiles" — used for loop-policy closing edges. + if (Math.Abs((a.x + a.w) - b.x) <= slack && OverlapsRange(a.y, a.h, b.y, b.h)) + return 0; + if (Math.Abs((a.y + a.h) - b.y) <= slack && OverlapsRange(a.x, a.w, b.x, b.w)) + return 1; + if (Math.Abs(a.x - (b.x + b.w)) <= slack && OverlapsRange(a.y, a.h, b.y, b.h)) + return 2; + if (Math.Abs(a.y - (b.y + b.h)) <= slack && OverlapsRange(a.x, a.w, b.x, b.w)) + return 3; + return null; + } + + private static bool OverlapsRange(int a0, int aLen, int b0, int bLen) + => !(a0 + aLen <= b0 || b0 + bLen <= a0); + + private static bool HasEdge(List conns, int a, int b) + { + foreach (var c in conns) + if ((c.RoomA == a && c.RoomB == b) || (c.RoomA == b && c.RoomB == a)) + return true; + return false; + } + + private static bool IsReachable(int roomCount, List connections) + { + if (roomCount == 0) return true; + var adj = new List[roomCount]; + for (int i = 0; i < roomCount; i++) adj[i] = new List(); + foreach (var c in connections) + { + adj[c.RoomA].Add(c.RoomB); + adj[c.RoomB].Add(c.RoomA); + } + var visited = new bool[roomCount]; + var queue = new Queue(); + queue.Enqueue(0); + visited[0] = true; + int reached = 1; + while (queue.Count > 0) + { + int n = queue.Dequeue(); + foreach (int m in adj[n]) + { + if (visited[m]) continue; + visited[m] = true; + reached++; + queue.Enqueue(m); + } + } + return reached == roomCount; + } + + /// + /// Match door tiles between two rooms placed adjacent in + /// . Returns the connection record with + /// dungeon-local door coords on each side. Falls back to the AABB + /// midpoint of the touching edge when neither template declares a door + /// on the relevant side. + /// + private static RoomConnection MatchDoors( + Room a, RoomTemplateDef aDef, + Room b, RoomTemplateDef bDef, + int direction) + { + // Direction is from A's perspective: 0=B east of A; 1=B south; 2=B west; 3=B north. + // Pick A's door on the matching side; pick B's door on the opposite side. + string aFacing = direction switch { 0 => "E", 1 => "S", 2 => "W", 3 => "N", _ => "E" }; + string bFacing = direction switch { 0 => "W", 1 => "N", 2 => "E", 3 => "S", _ => "W" }; + + var aDoor = FindDoorByFacing(aDef, aFacing) ?? AabbEdgeMidpoint(aDef, aFacing); + var bDoor = FindDoorByFacing(bDef, bFacing) ?? AabbEdgeMidpoint(bDef, bFacing); + + return new RoomConnection( + RoomA: a.Id, DoorAx: a.AabbX + aDoor.x, DoorAy: a.AabbY + aDoor.y, + RoomB: b.Id, DoorBx: b.AabbX + bDoor.x, DoorBy: b.AabbY + bDoor.y, + Lock: aDoor.lockTier); + } + + private static (int x, int y, string lockTier)? FindDoorByFacing(RoomTemplateDef def, string facing) + { + foreach (var d in def.Doors) + if (string.Equals(d.Facing, facing, StringComparison.OrdinalIgnoreCase)) + return (d.X, d.Y, d.Lock); + return null; + } + + private static (int x, int y, string lockTier) AabbEdgeMidpoint(RoomTemplateDef def, string facing) + { + int w = def.FootprintWTiles, h = def.FootprintHTiles; + return facing switch + { + "E" => (w - 1, h / 2, ""), + "W" => (0, h / 2, ""), + "N" => (w / 2, 0, ""), + "S" => (w / 2, h - 1, ""), + _ => (w / 2, h / 2, ""), + }; + } +} diff --git a/Theriapolis.Core/Dungeons/RoomRole.cs b/Theriapolis.Core/Dungeons/RoomRole.cs new file mode 100644 index 0000000..9d8c5a7 --- /dev/null +++ b/Theriapolis.Core/Dungeons/RoomRole.cs @@ -0,0 +1,51 @@ +namespace Theriapolis.Core.Dungeons; + +/// +/// The slot a room occupies in a dungeon's role mix. +/// +/// Each declares a list +/// of role-eligibility tags via roles_eligible. The layout assembler +/// pairs templates to roles when filling a dungeon's required + optional +/// role slots; the resulting records its assigned role +/// for content-distribution decisions (loot tier, encounter density, etc.). +/// +public enum RoomRole : byte +{ + /// The dungeon's surface entrance. Always one per dungeon. + Entry, + /// Generic in-between room — most rooms in a typical dungeon are transit. + Transit, + /// Carries environmental-storytelling prose; usually no encounter, often unique decor. + Narrative, + /// Optional reward room with a container slot (sometimes locked). + Loot, + /// The dungeon's set-piece final room. Always one in dungeons that declare it. + Boss, + /// A side room off the critical path — exists for exploration reward. + DeadEnd, +} + +internal static class RoomRoleExtensions +{ + public static RoomRole Parse(string raw) => raw switch + { + "entry" => RoomRole.Entry, + "transit" => RoomRole.Transit, + "narrative" => RoomRole.Narrative, + "loot" => RoomRole.Loot, + "boss" => RoomRole.Boss, + "dead-end" => RoomRole.DeadEnd, + _ => throw new System.ArgumentException($"Unknown room role: '{raw}'"), + }; + + public static string ToTag(this RoomRole r) => r switch + { + RoomRole.Entry => "entry", + RoomRole.Transit => "transit", + RoomRole.Narrative => "narrative", + RoomRole.Loot => "loot", + RoomRole.Boss => "boss", + RoomRole.DeadEnd => "dead-end", + _ => "transit", + }; +} diff --git a/Theriapolis.Core/Dungeons/RoomTilePainter.cs b/Theriapolis.Core/Dungeons/RoomTilePainter.cs new file mode 100644 index 0000000..30fbd23 --- /dev/null +++ b/Theriapolis.Core/Dungeons/RoomTilePainter.cs @@ -0,0 +1,184 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Dungeons; + +/// +/// Phase 7 M1 — paints the rooms + corridors of a planned dungeon into a +/// tactical-tile array. Pure, deterministic given the same plan input. +/// +/// The painter: +/// 1. Allocates a [w, h] array of the planned +/// dungeon size. +/// 2. For each room, copies its char +/// by char into the array at the room's AABB top-left, mapping each +/// char to a + +/// pair via . +/// 3. For each connection, runs a Manhattan-path corridor between the +/// two door tiles, writing +/// and ensuring the door tiles themselves are walkable +/// (). +/// +/// The dungeon's surface family (DungeonFloor vs Cave vs MineFloor) is +/// chosen by dungeon type so different dungeons feel visually distinct +/// even before art lands. +/// +internal static class RoomTilePainter +{ + public static TacticalTile[,] Paint( + RoomGraphAssembler.Plan plan, + IReadOnlyDictionary templatesById, + PoiType dungeonType) + { + var tiles = new TacticalTile[plan.DungeonW, plan.DungeonH]; + + // Default fill: solid wall (so any unpainted gap is automatically + // impassable). The painter then carves rooms + corridors out of it. + for (int y = 0; y < plan.DungeonH; y++) + for (int x = 0; x < plan.DungeonW; x++) + { + tiles[x, y] = new TacticalTile + { + Surface = TacticalSurface.Wall, + Deco = TacticalDeco.None, + Variant = 0, + Flags = 0, + }; + } + + TacticalSurface defaultFloor = SurfaceForDungeonType(dungeonType); + + // Paint each room's grid. + foreach (var room in plan.Rooms) + { + if (!templatesById.TryGetValue(room.TemplateId, out var def)) + continue; // shouldn't happen — ContentLoader validates these + for (int gy = 0; gy < def.FootprintHTiles; gy++) + { + for (int gx = 0; gx < def.FootprintWTiles; gx++) + { + int dx = room.AabbX + gx; + int dy = room.AabbY + gy; + if (dx < 0 || dy < 0 || dx >= plan.DungeonW || dy >= plan.DungeonH) + continue; + char ch = def.Grid[gy][gx]; + var (surface, deco) = MapChar(ch, defaultFloor); + tiles[dx, dy].Surface = surface; + tiles[dx, dy].Deco = deco; + } + } + } + + // Carve corridors between door tiles. + foreach (var conn in plan.Connections) + { + CarveCorridor(tiles, plan, conn, defaultFloor); + } + + // Mark the entrance tile so the renderer can highlight it. Stairs + // is the canonical "interactable enter / exit" deco. + if (plan.EntranceTile.X >= 0 && plan.EntranceTile.X < plan.DungeonW + && plan.EntranceTile.Y >= 0 && plan.EntranceTile.Y < plan.DungeonH) + { + tiles[plan.EntranceTile.X, plan.EntranceTile.Y].Surface = defaultFloor; + tiles[plan.EntranceTile.X, plan.EntranceTile.Y].Deco = TacticalDeco.Stairs; + } + + return tiles; + } + + private static (TacticalSurface surface, TacticalDeco deco) MapChar(char ch, TacticalSurface defaultFloor) => ch switch + { + '#' => (TacticalSurface.Wall, TacticalDeco.None), + '.' => (defaultFloor, TacticalDeco.None), + ',' => (TacticalSurface.DungeonRubble, TacticalDeco.None), + 'D' => (defaultFloor, TacticalDeco.DungeonDoor), + '@' => (defaultFloor, TacticalDeco.None), // encounter slot — spawn placed by populator + 'C' => (defaultFloor, TacticalDeco.Container), + 'T' => (defaultFloor, TacticalDeco.Trap), + 'P' => (defaultFloor, TacticalDeco.Pillar), + 'B' => (defaultFloor, TacticalDeco.Brazier), + 'M' => (TacticalSurface.DungeonTile, TacticalDeco.None), // mosaic / narrative inlay + 'S' => (defaultFloor, TacticalDeco.Stairs), + ' ' => (TacticalSurface.None, TacticalDeco.None), + _ => (defaultFloor, TacticalDeco.None), // unknown → walkable floor + }; + + private static TacticalSurface SurfaceForDungeonType(PoiType type) => type switch + { + PoiType.AbandonedMine => TacticalSurface.MineFloor, + PoiType.NaturalCave => TacticalSurface.Cave, + PoiType.CultDen => TacticalSurface.Cave, + PoiType.OvergrownSettlement => TacticalSurface.DungeonFloor, + PoiType.ImperiumRuin => TacticalSurface.DungeonFloor, + _ => TacticalSurface.DungeonFloor, + }; + + /// + /// Manhattan corridor from door A to door B. Picks one of the two L-bends + /// deterministically (vertical-first if the connection is "more vertical" + /// than horizontal; horizontal-first otherwise) so two seeds don't + /// produce different routes through the same plan. + /// + private static void CarveCorridor( + TacticalTile[,] tiles, + RoomGraphAssembler.Plan plan, + RoomConnection conn, + TacticalSurface defaultFloor) + { + int x0 = conn.DoorAx, y0 = conn.DoorAy; + int x1 = conn.DoorBx, y1 = conn.DoorBy; + + // Ensure the door tiles themselves are walkable. + SafeSet(tiles, plan, x0, y0, defaultFloor, TacticalDeco.DungeonDoor); + SafeSet(tiles, plan, x1, y1, defaultFloor, TacticalDeco.DungeonDoor); + + // Decide bend axis. + int dx = Math.Abs(x1 - x0); + int dy = Math.Abs(y1 - y0); + bool horizontalFirst = dx >= dy; + + if (horizontalFirst) + { + int xa = Math.Min(x0, x1); + int xb = Math.Max(x0, x1); + for (int x = xa; x <= xb; x++) + SafeSet(tiles, plan, x, y0, defaultFloor, TacticalDeco.None, preserveDoor: true); + int ya = Math.Min(y0, y1); + int yb = Math.Max(y0, y1); + for (int y = ya; y <= yb; y++) + SafeSet(tiles, plan, x1, y, defaultFloor, TacticalDeco.None, preserveDoor: true); + } + else + { + int ya = Math.Min(y0, y1); + int yb = Math.Max(y0, y1); + for (int y = ya; y <= yb; y++) + SafeSet(tiles, plan, x0, y, defaultFloor, TacticalDeco.None, preserveDoor: true); + int xa = Math.Min(x0, x1); + int xb = Math.Max(x0, x1); + for (int x = xa; x <= xb; x++) + SafeSet(tiles, plan, x, y1, defaultFloor, TacticalDeco.None, preserveDoor: true); + } + } + + private static void SafeSet( + TacticalTile[,] tiles, RoomGraphAssembler.Plan plan, + int x, int y, TacticalSurface surface, TacticalDeco deco, bool preserveDoor = false) + { + if (x < 0 || y < 0 || x >= plan.DungeonW || y >= plan.DungeonH) return; + // Don't bulldoze a room's interior decoration when the corridor + // happens to clip through (carry-over from straightline paths + // that cross a room edge). The painter already laid the room + // first, so corridor only needs to convert Wall/None → Floor. + var existing = tiles[x, y]; + if (existing.Surface != TacticalSurface.Wall + && existing.Surface != TacticalSurface.None + && !(preserveDoor && existing.Deco == TacticalDeco.DungeonDoor)) + return; + tiles[x, y].Surface = surface; + if (!preserveDoor || existing.Deco != TacticalDeco.DungeonDoor) + tiles[x, y].Deco = deco; + } +} diff --git a/Theriapolis.Core/Entities/Actor.cs b/Theriapolis.Core/Entities/Actor.cs new file mode 100644 index 0000000..a692dfd --- /dev/null +++ b/Theriapolis.Core/Entities/Actor.cs @@ -0,0 +1,45 @@ +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Entities; + +/// +/// Base actor record. Position is in world-pixel space and is meaningful in +/// both the world-map view and the tactical view (see Section 5 of the +/// implementation plan — one canonical coordinate system). +/// +/// Phase 5 adds the optional attachment carrying all +/// gameplay state (stats, inventory, HP, conditions). The renderer layer +/// stays ignorant of the gameplay layer — Camera2D doesn't need to know HP. +/// +public class Actor +{ + /// Stable id assigned by . + public int Id { get; init; } + + /// World-pixel position. Reused at both zoom scales. + public Vec2 Position { get; set; } + + /// Facing angle in radians (0 = east, π/2 = south). + public float FacingAngleRad { get; set; } + + /// Continuous-time travel speed on the world map, in world pixels per real second. + public float SpeedWorldPxPerSec { get; set; } = C.PLAYER_TRAVEL_PX_PER_SEC; + + /// + /// Phase 5: gameplay state. Null when this actor isn't combat-capable + /// (cosmetic NPCs, future-phase additions). PlayerActor and NpcActor + /// always carry one. + /// + public Character? Character { get; set; } + + /// Whose side this actor is on. Drives encounter triggering and AI targeting. + public Allegiance Allegiance { get; set; } = Allegiance.Neutral; + + /// + /// True if this actor still has positive HP (or is downed but not dead). + /// Subclasses (e.g. ) override to use direct HP + /// fields instead of a reference. + /// + public virtual bool IsAlive => Character is null ? true : Character.IsAlive; +} diff --git a/Theriapolis.Core/Entities/ActorManager.cs b/Theriapolis.Core/Entities/ActorManager.cs new file mode 100644 index 0000000..600639d --- /dev/null +++ b/Theriapolis.Core/Entities/ActorManager.cs @@ -0,0 +1,149 @@ +namespace Theriapolis.Core.Entities; + +/// +/// Owns live actors. Phase 4 only ever holds the single player actor; this +/// class exists so Phase 5/6 can add NPCs without further architectural change. +/// +public sealed class ActorManager +{ + private readonly List _actors = new(); + private int _nextId = 1; + + public IReadOnlyList All => _actors; + + public PlayerActor? Player { get; private set; } + + /// Creates the player actor. Idempotent on repeat calls — returns the existing player. + public PlayerActor SpawnPlayer(Util.Vec2 worldPixelPos) + { + if (Player is not null) return Player; + var p = new PlayerActor + { + Id = _nextId++, + Position = worldPixelPos, + Allegiance = Rules.Character.Allegiance.Player, + }; + _actors.Add(p); + Player = p; + return p; + } + + /// + /// Phase 5 overload: spawn the player and attach a freshly-built character + /// in one step. The character carries the player's name into the actor. + /// + public PlayerActor SpawnPlayer(Util.Vec2 worldPixelPos, Rules.Character.Character character) + { + var p = SpawnPlayer(worldPixelPos); + p.Character = character; + // The character record's identity (name) wins over the default actor name. + // Other fields (HP, abilities, inventory) live exclusively on the Character. + return p; + } + + /// + /// Restore a player actor from a save. Does not allocate a new id — the + /// saved id is restored as-is so cross-save references stay stable. + /// + public PlayerActor RestorePlayer(PlayerActorState state) + { + var p = new PlayerActor { Id = state.Id }; + p.RestoreState(state); + _actors.Add(p); + Player = p; + if (state.Id >= _nextId) _nextId = state.Id + 1; + return p; + } + + /// + /// Phase 5 M5: spawn an NPC at the given world-pixel position. The caller + /// chooses the template (including any DangerZone-driven per-zone selection). + /// Returns the spawned actor with a freshly-allocated id. + /// + public NpcActor SpawnNpc( + Data.NpcTemplateDef template, + Util.Vec2 worldPixelPos, + Tactical.ChunkCoord? sourceChunk = null, + int? sourceSpawnIndex = null) + { + var npc = new NpcActor(template) + { + Id = _nextId++, + Position = worldPixelPos, + SourceChunk = sourceChunk, + SourceSpawnIndex = sourceSpawnIndex, + }; + _actors.Add(npc); + return npc; + } + + /// + /// Phase 6 M1 — adopt a pre-constructed NpcActor (e.g. a resident built + /// by with the resident + /// template constructor). Assigns an id and registers in the actor list. + /// + public NpcActor SpawnNpc(NpcActor pre) + { + if (pre.Id <= 0) + { + // Use reflection-free init via a fresh actor copy. NpcActor.Id is + // init-only, but the only place we hit this path is the + // resident-instantiator which constructs `pre` with Id = -1 + // expecting us to assign. Build the real one here. + NpcActor adopted = pre.Resident is not null + ? new NpcActor(pre.Resident) + { + Id = _nextId++, + Position = pre.Position, + SourceChunk = pre.SourceChunk, + SourceSpawnIndex = pre.SourceSpawnIndex, + RoleTag = pre.RoleTag, + HomeSettlementId = pre.HomeSettlementId, + } + : new NpcActor(pre.Template!) + { + Id = _nextId++, + Position = pre.Position, + SourceChunk = pre.SourceChunk, + SourceSpawnIndex = pre.SourceSpawnIndex, + RoleTag = pre.RoleTag, + HomeSettlementId = pre.HomeSettlementId, + }; + _actors.Add(adopted); + return adopted; + } + _actors.Add(pre); + if (pre.Id >= _nextId) _nextId = pre.Id + 1; + return pre; + } + + /// Remove an actor by id. Returns true if it was found. + public bool RemoveActor(int id) + { + for (int i = 0; i < _actors.Count; i++) + { + if (_actors[i].Id == id) { _actors.RemoveAt(i); return true; } + } + return false; + } + + /// Returns every NPC currently spawned. + public IEnumerable Npcs + { + get + { + foreach (var a in _actors) if (a is NpcActor npc) yield return npc; + } + } + + /// Find a live NPC originating from a specific chunk + spawn index. + public NpcActor? FindNpcBySource(Tactical.ChunkCoord chunk, int spawnIndex) + { + foreach (var a in _actors) + if (a is NpcActor npc && + npc.SourceChunk.HasValue && npc.SourceChunk.Value.Equals(chunk) && + npc.SourceSpawnIndex == spawnIndex) + return npc; + return null; + } +} diff --git a/Theriapolis.Core/Entities/Ai/AiContext.cs b/Theriapolis.Core/Entities/Ai/AiContext.cs new file mode 100644 index 0000000..88b8ff0 --- /dev/null +++ b/Theriapolis.Core/Entities/Ai/AiContext.cs @@ -0,0 +1,106 @@ +using Theriapolis.Core.Rules.Combat; + +namespace Theriapolis.Core.Entities.Ai; + +/// +/// Read-only view of the world the AI behavior consults during a turn. +/// Wraps the live + a sight predicate so behaviors +/// stay testable in isolation (M5 unit tests pass an always-clear predicate; +/// the live game wires in the tactical-tile sampler). +/// +/// Behaviors call into the resolver to actually mutate the encounter; this +/// context is purely for reading the situation. +/// +public sealed class AiContext +{ + public Encounter Encounter { get; } + + /// Returns true if the tile at (tx, ty) blocks line-of-sight. + public System.Func IsLosBlocked { get; } + + public AiContext(Encounter encounter, System.Func? isLosBlocked = null) + { + Encounter = encounter; + IsLosBlocked = isLosBlocked ?? LineOfSight.AlwaysClear; + } + + /// Find the closest hostile combatant to the given actor, or null if none. + public Combatant? FindClosestHostile(Combatant self) + { + Combatant? best = null; + int bestDist = int.MaxValue; + foreach (var c in Encounter.Participants) + { + if (c.Id == self.Id) continue; + if (c.IsDown) continue; + if (!IsHostileTo(self.Allegiance, c.Allegiance)) continue; + int d = ReachAndCover.EdgeToEdgeChebyshev(self, c); + if (d < bestDist) { best = c; bestDist = d; } + } + return best; + } + + /// + /// Phase 6.5 M1 — find the closest *ally* to the given actor (excludes + /// self). Allies share the player-side allegiance: Player or Allied. + /// Returns null when none qualify (which is the typical M1 case — the + /// player is alone — and disables ally-targeted features cleanly). + /// + public Combatant? FindClosestAlly(Combatant self) + { + Combatant? best = null; + int bestDist = int.MaxValue; + bool selfPlayerSide = self.Allegiance == Rules.Character.Allegiance.Player + || self.Allegiance == Rules.Character.Allegiance.Allied; + if (!selfPlayerSide) return null; + foreach (var c in Encounter.Participants) + { + if (c.Id == self.Id) continue; + if (c.IsDown) continue; + bool cPlayerSide = c.Allegiance == Rules.Character.Allegiance.Player + || c.Allegiance == Rules.Character.Allegiance.Allied; + if (!cPlayerSide) continue; + int d = ReachAndCover.EdgeToEdgeChebyshev(self, c); + if (d < bestDist) { best = c; bestDist = d; } + } + return best; + } + + /// + /// Phase 6.5 M1 — find the lowest-HP friendly target (self or any + /// ally), preferring the most damaged. Returns null only when every + /// friendly is at full HP. Used as the auto-target for healing + /// features when the player presses the heal hotkey without picking + /// explicitly. + /// + public Combatant? FindMostDamagedFriendly(Combatant self) + { + Combatant? best = null; + int bestDeficit = -1; + bool selfPlayerSide = self.Allegiance == Rules.Character.Allegiance.Player + || self.Allegiance == Rules.Character.Allegiance.Allied; + if (!selfPlayerSide) return null; + foreach (var c in Encounter.Participants) + { + if (c.IsDown) continue; + bool cPlayerSide = c.Allegiance == Rules.Character.Allegiance.Player + || c.Allegiance == Rules.Character.Allegiance.Allied; + if (!cPlayerSide) continue; + int deficit = c.MaxHp - c.CurrentHp; + if (deficit > bestDeficit) { best = c; bestDeficit = deficit; } + } + return bestDeficit > 0 ? best : null; + } + + /// True if the two allegiances should target each other in combat. + public static bool IsHostileTo( + Rules.Character.Allegiance a, + Rules.Character.Allegiance b) + { + bool aIsPlayerSide = a == Rules.Character.Allegiance.Player || a == Rules.Character.Allegiance.Allied; + bool bIsPlayerSide = b == Rules.Character.Allegiance.Player || b == Rules.Character.Allegiance.Allied; + if (aIsPlayerSide && b == Rules.Character.Allegiance.Hostile) return true; + if (bIsPlayerSide && a == Rules.Character.Allegiance.Hostile) return true; + return false; + } +} diff --git a/Theriapolis.Core/Entities/Ai/BrigandBehavior.cs b/Theriapolis.Core/Entities/Ai/BrigandBehavior.cs new file mode 100644 index 0000000..01d4994 --- /dev/null +++ b/Theriapolis.Core/Entities/Ai/BrigandBehavior.cs @@ -0,0 +1,37 @@ +using Theriapolis.Core.Rules.Combat; + +namespace Theriapolis.Core.Entities.Ai; + +/// +/// "Move toward target, attack when in reach" — the baseline aggressive +/// melee behavior. Used by Brigand* and Patrol templates that aren't +/// scripted to flee. +/// +public sealed class BrigandBehavior : INpcBehavior +{ + public void TakeTurn(Combatant self, AiContext ctx) + { + if (self.IsDown) return; + var target = ctx.FindClosestHostile(self); + if (target is null) return; + var attack = self.AttackOptions[0]; + + // Move budget: 5 ft. = 1 tactical tile per d20 standard. + int tiles = ctx.Encounter.CurrentTurn.RemainingMovementFt / 5; + while (!ReachAndCover.IsInReach(self, target, attack) && tiles > 0) + { + var next = ReachAndCover.StepToward(self.Position, target.Position); + if (next.X == self.Position.X && next.Y == self.Position.Y) break; + self.Position = next; + ctx.Encounter.AppendLog(CombatLogEntry.Kind.Move, + $"{self.Name} moves to ({(int)next.X},{(int)next.Y})."); + tiles--; + } + int consumedTiles = (ctx.Encounter.CurrentTurn.RemainingMovementFt / 5) - tiles; + ctx.Encounter.CurrentTurn.ConsumeMovement(consumedTiles * 5); + + if (!ReachAndCover.IsInReach(self, target, attack)) return; + Resolver.AttemptAttack(ctx.Encounter, self, target, attack); + ctx.Encounter.CurrentTurn.ConsumeAction(); + } +} diff --git a/Theriapolis.Core/Entities/Ai/INpcBehavior.cs b/Theriapolis.Core/Entities/Ai/INpcBehavior.cs new file mode 100644 index 0000000..417cced --- /dev/null +++ b/Theriapolis.Core/Entities/Ai/INpcBehavior.cs @@ -0,0 +1,45 @@ +using Theriapolis.Core.Rules.Combat; + +namespace Theriapolis.Core.Entities.Ai; + +/// +/// One NPC behavior — what does this NPC do on its turn? Behaviors are +/// dispatched by id (the template's behavior field) via +/// . Each behavior must produce its turn's +/// actions within bounded time — no recursion, no while-true loops; if no +/// valid action is available, end the turn. +/// +public interface INpcBehavior +{ + /// + /// Take one turn for . Behaviors call into + /// to mutate the encounter, then return — the + /// caller (typically 's turn pump) calls + /// after this returns. + /// + void TakeTurn(Combatant self, AiContext ctx); +} + +/// +/// Maps behavior ids (the strings in npc_templates.json's +/// behavior field) to their +/// implementation. Phase 5 M5 ships three: brigand, +/// wild_animal, poi_guard. Unknown ids fall back to +/// brigand with a debug log. +/// +public static class BehaviorRegistry +{ + private static readonly System.Collections.Generic.Dictionary _impls + = new(System.StringComparer.OrdinalIgnoreCase) + { + ["brigand"] = new BrigandBehavior(), + ["wild_animal"] = new WildAnimalBehavior(), + ["poi_guard"] = new PoiGuardBehavior(), + ["patrol"] = new BrigandBehavior(), // patrol shares brigand combat behavior + }; + + public static INpcBehavior For(string id) + { + return _impls.TryGetValue(id, out var b) ? b : _impls["brigand"]; + } +} diff --git a/Theriapolis.Core/Entities/Ai/PoiGuardBehavior.cs b/Theriapolis.Core/Entities/Ai/PoiGuardBehavior.cs new file mode 100644 index 0000000..b39271c --- /dev/null +++ b/Theriapolis.Core/Entities/Ai/PoiGuardBehavior.cs @@ -0,0 +1,20 @@ +namespace Theriapolis.Core.Entities.Ai; + +/// +/// Defends a point of interest. Phase 5 M5 ships this as Brigand-equivalent +/// combat behavior — patrolling around a home position is M6 territory once +/// out-of-combat tactical movement is implemented (currently NPCs only act +/// during encounters). +/// +public sealed class PoiGuardBehavior : INpcBehavior +{ + private readonly BrigandBehavior _melee = new(); + + public void TakeTurn(Rules.Combat.Combatant self, AiContext ctx) + { + // Same combat logic as Brigand. The "patrol around home" behavior + // outside of combat hooks in at M6 — for now PoiGuards stand still + // until engaged. + _melee.TakeTurn(self, ctx); + } +} diff --git a/Theriapolis.Core/Entities/Ai/WildAnimalBehavior.cs b/Theriapolis.Core/Entities/Ai/WildAnimalBehavior.cs new file mode 100644 index 0000000..6b54db2 --- /dev/null +++ b/Theriapolis.Core/Entities/Ai/WildAnimalBehavior.cs @@ -0,0 +1,65 @@ +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Entities.Ai; + +/// +/// Like , but flees when reduced below +/// FLEE_HP_FRACTION of max HP — wild animals don't have honor. +/// +public sealed class WildAnimalBehavior : INpcBehavior +{ + public const float FLEE_HP_FRACTION = 0.25f; + + public void TakeTurn(Combatant self, AiContext ctx) + { + if (self.IsDown) return; + var target = ctx.FindClosestHostile(self); + if (target is null) return; + + // Flee at low HP — move directly away, don't attack. + if (self.CurrentHp <= self.MaxHp * FLEE_HP_FRACTION) + { + int tiles = ctx.Encounter.CurrentTurn.RemainingMovementFt / 5; + for (int i = 0; i < tiles; i++) + { + var away = StepAwayFrom(self.Position, target.Position); + if ((int)away.X == (int)self.Position.X && (int)away.Y == (int)self.Position.Y) break; + self.Position = away; + ctx.Encounter.AppendLog(CombatLogEntry.Kind.Move, + $"{self.Name} flees to ({(int)away.X},{(int)away.Y})."); + } + ctx.Encounter.CurrentTurn.ConsumeMovement(tiles * 5); + return; + } + + // Otherwise, identical to Brigand: close + attack. + var attack = self.AttackOptions[0]; + int tilesAvail = ctx.Encounter.CurrentTurn.RemainingMovementFt / 5; + while (!ReachAndCover.IsInReach(self, target, attack) && tilesAvail > 0) + { + var next = ReachAndCover.StepToward(self.Position, target.Position); + if ((int)next.X == (int)self.Position.X && (int)next.Y == (int)self.Position.Y) break; + self.Position = next; + ctx.Encounter.AppendLog(CombatLogEntry.Kind.Move, + $"{self.Name} moves to ({(int)next.X},{(int)next.Y})."); + tilesAvail--; + } + int consumedTiles = (ctx.Encounter.CurrentTurn.RemainingMovementFt / 5) - tilesAvail; + ctx.Encounter.CurrentTurn.ConsumeMovement(consumedTiles * 5); + + if (!ReachAndCover.IsInReach(self, target, attack)) return; + Resolver.AttemptAttack(ctx.Encounter, self, target, attack); + ctx.Encounter.CurrentTurn.ConsumeAction(); + } + + private static Vec2 StepAwayFrom(Vec2 from, Vec2 menace) + { + // Reverse of StepToward — increment by sign of (from - menace) so we + // move away from the menace. + int dx = System.Math.Sign(from.X - menace.X); + int dy = System.Math.Sign(from.Y - menace.Y); + if (dx == 0 && dy == 0) dx = 1; // pick a direction if standing on top + return new Vec2((int)from.X + dx, (int)from.Y + dy); + } +} diff --git a/Theriapolis.Core/Entities/NpcActor.cs b/Theriapolis.Core/Entities/NpcActor.cs new file mode 100644 index 0000000..4ae2d8a --- /dev/null +++ b/Theriapolis.Core/Entities/NpcActor.cs @@ -0,0 +1,194 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Entities; + +/// +/// Phase 5 M5 NPC actor. Distinct from : stat-block +/// driven (no ), HP/AC/attacks read +/// directly from the source . The +/// wrapper is built from this on encounter start. +/// +/// AI behavior is dispatched by id (the template's behavior field) +/// — the ActorManager doesn't tick behaviors itself; combat does, and the +/// ChunkStreamer-driven spawn/despawn lifecycle keeps the live actor list +/// in sync with the player's tactical window. +/// +public sealed class NpcActor : Actor +{ + /// + /// Phase 5 hostile/wild template. Mutually exclusive with . + /// One of the two must be non-null. + /// + public NpcTemplateDef? Template { get; } + + /// Phase 6 M1 friendly/neutral resident template. + public ResidentTemplateDef? Resident { get; } + + /// + /// Phase 6 M1 — display name (e.g. "Mara Threadwell"). For Phase-5 NPCs + /// falls back to ; for residents uses + /// . + /// + public string DisplayName => Resident?.Name ?? Template?.Name ?? "NPC"; + + /// + /// Phase 6 M1 — role tag (anchor-qualified for named NPCs: + /// "millhaven.innkeeper", or generic: "shopkeeper"). Empty for hostile + /// NPCs that don't carry a settlement role. + /// + public string RoleTag { get; init; } = ""; + + /// Phase 6 M1 — dialogue tree id (matches dialogues/*.json). Empty → InteractionScreen falls back to placeholder. + public string DialogueId { get; init; } = ""; + + /// Phase 6 M1 — bias profile id used in disposition formula. + public string BiasProfileId { get; init; } = ""; + + /// + /// Phase 6 M1 / M5 — faction affiliation id. Set automatically from + /// or + /// at construction. + /// Can also be set directly via init for testing / scripting. + /// + public string FactionId { get; init; } = ""; + + /// Current HP. Mutated by combat; written back from when an encounter ends. + public int CurrentHp { get; set; } + + /// HP at full. From whichever template populated this actor. + public int MaxHp { get; } + + /// The chunk this NPC was spawned from + its index in chunk.Spawns. Null when spawned outside the chunk system. + public Tactical.ChunkCoord? SourceChunk { get; init; } + public int? SourceSpawnIndex { get; init; } + + /// + /// Phase 6 M5 — settlement this NPC belongs to. Set by + /// at spawn time when + /// the NPC was placed inside a building footprint. Drives + /// when computing the + /// faction standing this NPC perceives. + /// + public int? HomeSettlementId { get; init; } + + /// Per-NPC AI scratchpad. Behaviors read/write here between turns. + public AiState Ai { get; } = new(); + + /// + /// Phase 6.5 M6 — runtime scent-tag flags. Set by combat events + /// ( on melee kill, etc.) and + /// surfaced through . + /// + /// Faction-derived tags are NOT stored here — they're computed from + /// on demand. Only flags that result from + /// runtime activity (kills, fleeing, low HP) live as state. + /// + public bool HasRecentlyKilled { get; set; } + public bool CarriesContrabandFlag { get; set; } + + /// + /// Phase 6.5 M7 — sticky aggro flag set by + /// on a betrayed + /// guard / patrol NPC. Once set, the NPC attacks on sight regardless + /// of faction-standing recovery — they remember. + /// + /// Flag survives chunk despawn/respawn for *named* NPCs (their + /// PersonalDisposition.Memory.betrayed_me tag drives re-application + /// at re-instantiation). Generic respawning NPCs lose it on chunk + /// re-stream — they're literally a fresh template-rolled NPC, the + /// betrayal followed the role tag, not the entity. + /// + public bool PermanentAggroAfterBetrayal { get; set; } + + /// Behavior id used by combat AI dispatch. Residents return "resident" (M1 stub — they don't move). + public string BehaviorId => Template?.Behavior ?? "resident"; + + public override bool IsAlive => CurrentHp > 0; + + public NpcActor(NpcTemplateDef template) + { + Template = template ?? throw new System.ArgumentNullException(nameof(template)); + Resident = null; + CurrentHp = template.Hp; + MaxHp = template.Hp; + Allegiance = Rules.Character.AllegianceExtensions.FromJson(template.DefaultAllegiance); + // Phase 6 M5 — pick up the template's faction id so propagation can + // re-classify (e.g. militia_patrol → covenant_enforcers). + FactionId = template.Faction; + } + + /// Phase 6 M1 — resident-template constructor. + public NpcActor(ResidentTemplateDef resident) + { + Template = null; + Resident = resident ?? throw new System.ArgumentNullException(nameof(resident)); + CurrentHp = resident.Hp; + MaxHp = resident.Hp; + RoleTag = resident.RoleTag; + DialogueId = resident.Dialogue; + BiasProfileId = resident.BiasProfile; + FactionId = resident.Faction; + Allegiance = Rules.Character.AllegianceExtensions.FromJson(resident.DefaultAllegiance); + } + + /// + /// Phase 6.5 M6 — compute the ordered scent-tag list for a Scent-Broker + /// reading this NPC. Higher-priority tags sort first; ties broken by + /// enum order. Returns at most entries. + /// + /// Standard tiers: + /// - Scent Literacy (level 1): maxCount = 1 — the headline read. + /// - Scent Mastery (master_nose, level 11): maxCount = 3 — fuller picture. + /// + /// Tag derivation: + /// - resolves to a single faction-affiliation + /// tag (priority 1–8 by enum order). + /// - . + /// - HP < 25% (or low-HP fleeing) → . + /// - HP < 50% → . + /// - . + /// + public List ComputeScentTags(int maxCount = 1) + { + if (maxCount <= 0) return new List(); + var list = new List(); + + // Faction-derived (priority 1–8). At most one — an NPC carries one + // faction's chemistry strongly. + var factionTag = ScentTagExtensions.FromFactionId(FactionId); + if (factionTag != ScentTag.None) list.Add(factionTag); + + // Runtime-derived. Order matters — most informative first. + if (HasRecentlyKilled) list.Add(ScentTag.RecentlyKilled); + + // Distress markers — cheaper of the two when triggered. + float hpFraction = MaxHp > 0 ? (float)CurrentHp / MaxHp : 1f; + if (hpFraction < 0.25f && CurrentHp > 0) + list.Add(ScentTag.Frightened); + else if (hpFraction < 0.50f && CurrentHp > 0) + list.Add(ScentTag.Wounded); + + if (CarriesContrabandFlag) list.Add(ScentTag.CarriesContraband); + + // Truncate to the cap. + if (list.Count > maxCount) list.RemoveRange(maxCount, list.Count - maxCount); + return list; + } +} + +/// Mutable per-NPC AI state. Behaviors read/write between turns. +public sealed class AiState +{ + /// Last position where this NPC saw a hostile target. Used to chase after losing line-of-sight. + public Vec2? LastSeenTargetPos { get; set; } + + /// Turns since LastSeenTargetPos was updated. After N turns, the NPC gives up and returns to home. + public int TurnsSinceLastSeen { get; set; } + + /// "Home" position the NPC drifts back to (PoiGuard patrol anchor). Null = no home, just stand still. + public Vec2? HomePos { get; set; } + + /// Currently engaged (in combat). Cleared on encounter end. + public bool InCombat { get; set; } +} diff --git a/Theriapolis.Core/Entities/PlayerActor.cs b/Theriapolis.Core/Entities/PlayerActor.cs new file mode 100644 index 0000000..7d62e95 --- /dev/null +++ b/Theriapolis.Core/Entities/PlayerActor.cs @@ -0,0 +1,61 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Entities; + +/// +/// Player actor. Phase 4 keeps the field set deliberately small — just enough +/// to position, save, and reload a single human-controlled character. Stats, +/// inventory, and class data are added in Phase 5. +/// +public sealed class PlayerActor : Actor +{ + public string Name { get; set; } = "Wanderer"; + + /// Highest settlement tier the player has actually visited (1 = capital). + public int HighestTierReached { get; set; } = 5; + + /// Set of discovered settlement / PoI ids. Drives slot-picker labels and Phase 7+ map UI. + public HashSet DiscoveredPoiIds { get; } = new(); + + /// Snapshot used by SaveCodec; mutated by RestoreState. + public PlayerActorState CaptureState() => new() + { + Id = Id, + Name = Name, + PositionX = Position.X, + PositionY = Position.Y, + FacingAngleRad = FacingAngleRad, + SpeedWorldPxPerSec = SpeedWorldPxPerSec, + HighestTierReached = HighestTierReached, + DiscoveredPoiIds = DiscoveredPoiIds.ToArray(), + }; + + public void RestoreState(PlayerActorState s) + { + Name = s.Name; + Position = new Vec2(s.PositionX, s.PositionY); + FacingAngleRad = s.FacingAngleRad; + SpeedWorldPxPerSec = s.SpeedWorldPxPerSec; + HighestTierReached = s.HighestTierReached; + DiscoveredPoiIds.Clear(); + foreach (int id in s.DiscoveredPoiIds) DiscoveredPoiIds.Add(id); + } +} + +/// +/// Plain serializable snapshot of a . +/// Kept as a struct of primitive fields so the persistence layer doesn't need +/// MessagePack attributes on the live object — keeps Core dependency-free for +/// modules that don't yet care about saves. +/// +public sealed class PlayerActorState +{ + public int Id; + public string Name = ""; + public float PositionX; + public float PositionY; + public float FacingAngleRad; + public float SpeedWorldPxPerSec; + public int HighestTierReached; + public int[] DiscoveredPoiIds = Array.Empty(); +} diff --git a/Theriapolis.Core/Entities/ScentTag.cs b/Theriapolis.Core/Entities/ScentTag.cs new file mode 100644 index 0000000..03cd987 --- /dev/null +++ b/Theriapolis.Core/Entities/ScentTag.cs @@ -0,0 +1,91 @@ +namespace Theriapolis.Core.Entities; + +/// +/// Phase 6.5 M6 — bounded vocabulary of "scent reads" surfaced by +/// Scent-Broker abilities (Scent Literacy at L1, Scent Mastery / +/// master_nose at L11). Each tag is a short, in-fiction +/// observation a Scent-Broker can pick out of an NPC's scent profile — +/// recent activity, faction affiliation, distress markers. +/// +/// Per the Phase 6.5 plan §3.2: bounded enum on purpose. Phase 8's full +/// scent-propagation simulation can extend the vocabulary; Phase 6.5 +/// keeps the set small and the population path simple (auto-derived from +/// faction id + a small set of runtime triggers — see +/// ). +/// +/// Display priority is the enum order: lower-numbered tags win when +/// truncating to a single read for L1 Scent Literacy. Faction-affiliation +/// tags lead because they're the most narratively meaningful (Lacroix +/// reads as "Maw-affiliated" before "recently killed", because the latter +/// is generic brigand flavour). +/// +public enum ScentTag : byte +{ + None = 0, + + // ── Faction-affiliation reads (priority 1–8) ───────────────────────── + /// The NPC carries the scent of Maw chemistry / contact. + MawAffiliated = 1, + /// Inheritor pheromone-marker / ration scent. + InheritorAffiliated = 2, + /// Thorn Council chemical signatures. + ThornCouncilAffiliated = 3, + /// Covenant Enforcer protocol scent (uniform launderings, sigil oils). + CovenantEnforcerAffiliated = 4, + /// Hybrid Underground safe-house scent traces. + HybridUndergroundAffiliated = 5, + /// Unsheathed (hybrid activist) chemical markers. + UnsheathedAffiliated = 6, + /// Merchant-guild handshake oils — well-traveled, much-greeted. + MerchantAffiliated = 7, + + // ── Runtime-derived reads (priority 16+) ───────────────────────────── + /// Has killed something recently (within ~1 hour). Set on melee kill. + RecentlyKilled = 16, + /// Carries combat-distress markers — fleeing or near-death. + Frightened = 17, + /// Carries contraband (pheromone vials, deep-cover masks, faction sigils). + CarriesContraband = 18, + /// Wounded — current HP < 50%. + Wounded = 19, +} + +public static class ScentTagExtensions +{ + /// Human-readable label for the InteractionScreen overlay. + public static string DisplayName(this ScentTag tag) => tag switch + { + ScentTag.MawAffiliated => "Maw-affiliated", + ScentTag.InheritorAffiliated => "Inheritor-affiliated", + ScentTag.ThornCouncilAffiliated => "Thorn Council-affiliated", + ScentTag.CovenantEnforcerAffiliated => "Covenant Enforcer-affiliated", + ScentTag.HybridUndergroundAffiliated => "Hybrid Underground-affiliated", + ScentTag.UnsheathedAffiliated => "Unsheathed-affiliated", + ScentTag.MerchantAffiliated => "Merchant-affiliated", + ScentTag.RecentlyKilled => "Recently killed", + ScentTag.Frightened => "Frightened", + ScentTag.CarriesContraband => "Carries contraband", + ScentTag.Wounded => "Wounded", + _ => "—", + }; + + /// + /// Map a faction id to the corresponding affiliation tag. Returns + /// for empty / unknown faction ids. + /// + public static ScentTag FromFactionId(string factionId) => factionId?.ToLowerInvariant() switch + { + "maw" => ScentTag.MawAffiliated, + "inheritors" => ScentTag.InheritorAffiliated, + "thorn_council" => ScentTag.ThornCouncilAffiliated, + "covenant_enforcers" => ScentTag.CovenantEnforcerAffiliated, + "hybrid_underground" => ScentTag.HybridUndergroundAffiliated, + "unsheathed" => ScentTag.UnsheathedAffiliated, + "merchant_guilds" => ScentTag.MerchantAffiliated, + _ => ScentTag.None, + }; + + /// True if this tag carries narrative weight — e.g. faction reveals. + public static bool IsNarrative(this ScentTag tag) => + tag != ScentTag.None && (byte)tag < 16; +} diff --git a/Theriapolis.Core/Entities/WorldTravelPlanner.cs b/Theriapolis.Core/Entities/WorldTravelPlanner.cs new file mode 100644 index 0000000..0f5aafd --- /dev/null +++ b/Theriapolis.Core/Entities/WorldTravelPlanner.cs @@ -0,0 +1,116 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Entities; + +/// +/// Plans a continuous-time path between two world tiles. The result is a +/// list of world-pixel waypoints (tile centers); the controller animates +/// the player along it at . +/// +/// Cost function: +/// • Ocean tiles (Biome == Ocean) are impassable. +/// • Mountain tiles cost 4× a grassland tile (slow but not blocked). +/// • Tiles carrying a road get a strong discount (matches the ROAD_SPEED_MULT idea). +/// • Diagonal moves are √2 like everywhere else in the codebase. +/// +/// The clock-advance amount is computed afterwards by walking the path +/// and summing per-segment travel time — see . +/// +public sealed class WorldTravelPlanner +{ + private readonly AStarPathfinder _astar = new(); + private readonly WorldState _world; + + public WorldTravelPlanner(WorldState world) { _world = world; } + + /// + /// Returns null if no path exists. Returned waypoints are tile coordinates, + /// not world-pixel coordinates — convert with . + /// + public List<(int X, int Y)>? PlanTilePath(int sx, int sy, int gx, int gy) + { + if (!IsWalkable(sx, sy)) return null; + if (!IsWalkable(gx, gy)) return null; + return _astar.FindPath(sx, sy, gx, gy, CostFn); + } + + private float CostFn(int fx, int fy, int tx, int ty, byte _) + { + if (!IsWalkable(tx, ty)) return float.PositiveInfinity; + + ref var t = ref _world.TileAt(tx, ty); + float baseCost = TerrainCost(t); + // Strong incentive to follow roads — matches the EXISTING_ROAD_COST + // worldgen philosophy. Pure additive (not multiplicative) so it + // never goes negative and A* admissibility holds. + if ((t.Features & FeatureFlags.HasRoad) != 0) baseCost *= 0.25f; + return baseCost; + } + + private bool IsWalkable(int x, int y) + { + if ((uint)x >= C.WORLD_WIDTH_TILES) return false; + if ((uint)y >= C.WORLD_HEIGHT_TILES) return false; + ref var t = ref _world.TileAt(x, y); + return t.Biome != BiomeId.Ocean; + } + + private static float TerrainCost(in WorldTile t) => t.Biome switch + { + BiomeId.MountainAlpine => 4.0f, + BiomeId.MountainForested => 3.0f, + BiomeId.Wetland => 2.5f, + BiomeId.Foothills => 1.8f, + BiomeId.Boreal => 1.6f, + BiomeId.SubtropicalForest => 1.6f, + BiomeId.TemperateDeciduous => 1.5f, + BiomeId.Tundra => 1.5f, + BiomeId.DesertCold => 1.4f, + BiomeId.Mangrove => 1.4f, + BiomeId.MarshEdge => 1.4f, + BiomeId.Scrubland => 1.2f, + BiomeId.ForestEdge => 1.3f, + BiomeId.Cliff => 3.0f, + BiomeId.TemperateGrassland => 1.0f, + BiomeId.RiverValley => 1.0f, + BiomeId.Coastal => 1.0f, + BiomeId.Beach => 1.0f, + BiomeId.TidalFlat => 1.5f, + _ => 1.2f, + }; + + public static Vec2 TileCenterToWorldPixel(int x, int y) + => new(x * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f, + y * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f); + + /// + /// In-game seconds to traverse a single world-pixel between adjacent tiles. + /// Combines BASE_SEC_PER_WORLD_PIXEL with biome modifier and a road bonus. + /// + public float SecondsPerPixel(in WorldTile t) + { + float biomeMod = t.Biome switch + { + BiomeId.MountainAlpine => 3.0f, + BiomeId.MountainForested => 2.5f, + BiomeId.Wetland => 2.0f, + BiomeId.Foothills => 1.6f, + BiomeId.Boreal => 1.5f, + BiomeId.SubtropicalForest => 1.5f, + BiomeId.TemperateDeciduous => 1.4f, + BiomeId.Tundra => 1.5f, + _ => 1.0f, + }; + float roadMod = ((t.Features & FeatureFlags.HasRoad) != 0) ? C.ROAD_SPEED_MULT : 1f; + return C.BASE_SEC_PER_WORLD_PIXEL * biomeMod * roadMod; + } + + /// In-game seconds to walk between two adjacent tile centers. + public float EstimateSecondsForLeg(int fx, int fy, int tx, int ty) + { + ref var to = ref _world.TileAt(tx, ty); + float pixDist = Vec2.Dist(TileCenterToWorldPixel(fx, fy), TileCenterToWorldPixel(tx, ty)); + return pixDist * SecondsPerPixel(to); + } +} diff --git a/Theriapolis.Core/Items/ConsumableHandler.cs b/Theriapolis.Core/Items/ConsumableHandler.cs new file mode 100644 index 0000000..6dfcb97 --- /dev/null +++ b/Theriapolis.Core/Items/ConsumableHandler.cs @@ -0,0 +1,141 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Items; + +/// +/// Phase 7 M2 — central dispatch for "the player consumed item X". The +/// inventory UI's "Use" button routes here; quest effects and dialogue +/// effects that consume items also route here. Centralising the dispatch +/// keeps the per-kind handlers (healing potion, scent mask, …) testable +/// in one place and makes the Hybrid Medical Incompatibility scaling +/// (Phase 6.5 M4 carryover) apply uniformly across all heal sources. +/// +/// Returns a describing what happened so the +/// UI can format a message and the inventory caller can decrement / +/// remove the consumed instance. +/// +/// Adding a new consumable kind: add the value to +/// in JSON, then add a +/// case branch below. carries the +/// outcome a caller cares about. +/// +public static class ConsumableHandler +{ + /// + /// Consume for , deriving + /// any randomness from (e.g. healing-dice rolls). + /// The caller is responsible for actually removing the item from the + /// inventory once a non-rejected result is returned. + /// + /// should be deterministic per usage — + /// callers typically derive it from + /// worldSeed ^ characterCreationMs ^ usageIndex or similar so + /// save / load round-trips reproduce the roll. + /// + public static ConsumeResult Consume(ItemDef item, Character pc, ulong seed) + { + if (item is null) throw new System.ArgumentNullException(nameof(item)); + if (pc is null) throw new System.ArgumentNullException(nameof(pc)); + if (item.Kind != "consumable") + return ConsumeResult.Rejected($"'{item.Id}' is not a consumable (kind='{item.Kind}')."); + + return item.ConsumableKind switch + { + "healing" => ConsumeHealingPotion(item, pc, seed), + "scent_mask" => ConsumeScentMask(item, pc), + _ => ConsumeResult.Unrecognized(item.Id), + }; + } + + private static ConsumeResult ConsumeHealingPotion(ItemDef item, Character pc, ulong seed) + { + // Healing dice — items.json field "healing" = e.g. "2d4+2". + if (string.IsNullOrEmpty(item.Healing)) + return ConsumeResult.Rejected($"healing potion '{item.Id}' has no healing dice expression."); + + var roll = Rules.Combat.DamageRoll.Parse(item.Healing, Rules.Stats.DamageType.Bludgeoning); + var rng = new SeededRng(seed); + // Average each die roll independently — same shape as the + // resolver's DamageRoll roll path. We don't have a delegate hook + // here; just sum the dice directly. + int rolled = roll.FlatMod; + for (int i = 0; i < roll.DiceCount; i++) + rolled += rng.NextInt(1, roll.DiceSides + 1); + if (rolled < 0) rolled = 0; + + // Phase 6.5 M4 carryover — Hybrid Medical Incompatibility scales + // potion healing at 0.75× (round down, min 1). Same handler the + // Field Repair / Lay on Paws paths use; centralising here means + // every future healing source gets it automatically. + int delivered = HybridDetriments.ScaleHealForHybrid(pc, rolled); + + // Apply to PC HP, capped to MaxHp. + int before = pc.CurrentHp; + pc.CurrentHp = System.Math.Min(pc.MaxHp, pc.CurrentHp + delivered); + int actualHealed = pc.CurrentHp - before; + + return ConsumeResult.Healed(actualHealed, + wasScaledForHybrid: pc.IsHybrid && delivered != rolled); + } + + private static ConsumeResult ConsumeScentMask(ItemDef item, Character pc) + { + var tier = ParseScentMaskTier(item.Id); + if (tier == ScentMaskTier.None) + return ConsumeResult.Rejected($"unknown scent-mask tier on '{item.Id}'."); + + // Hybrid PCs are the use case; non-hybrids consuming a mask is + // mechanically a no-op (no detriments to suppress) but we still + // accept the consume so the UI doesn't error out — flavoured as + // "you put on a mask; nothing in particular happens". + if (pc.Hybrid is null) + return ConsumeResult.MaskApplied(tier, hadEffect: false); + + pc.Hybrid.ActiveMaskTier = tier; + return ConsumeResult.MaskApplied(tier, hadEffect: true); + } + + private static ScentMaskTier ParseScentMaskTier(string itemId) => itemId switch + { + "scent_mask_basic" => ScentMaskTier.Basic, + "scent_mask_military" => ScentMaskTier.Military, + "scent_mask_deep_cover" => ScentMaskTier.DeepCover, + _ => ScentMaskTier.None, + }; +} + +/// +/// Phase 7 M2 — outcome of a call. +/// Tagged-union shape: exactly one of , +/// , , or +/// carries the meaningful payload, keyed +/// by . +/// +public sealed record ConsumeResult +{ + public enum ResultKind : byte { Healed, MaskApplied, Rejected, Unrecognized } + + public ResultKind Kind { get; init; } + public int HealedAmount { get; init; } + public bool WasScaledForHybrid { get; init; } + public ScentMaskTier MaskTier { get; init; } + public bool MaskHadEffect { get; init; } + public string RejectedReason { get; init; } = ""; + public string UnrecognizedItemId { get; init; } = ""; + + public bool IsSuccess => Kind == ResultKind.Healed || Kind == ResultKind.MaskApplied; + + public static ConsumeResult Healed(int amount, bool wasScaledForHybrid) + => new() { Kind = ResultKind.Healed, HealedAmount = amount, WasScaledForHybrid = wasScaledForHybrid }; + + public static ConsumeResult MaskApplied(ScentMaskTier tier, bool hadEffect) + => new() { Kind = ResultKind.MaskApplied, MaskTier = tier, MaskHadEffect = hadEffect }; + + public static ConsumeResult Rejected(string reason) + => new() { Kind = ResultKind.Rejected, RejectedReason = reason }; + + public static ConsumeResult Unrecognized(string itemId) + => new() { Kind = ResultKind.Unrecognized, UnrecognizedItemId = itemId }; +} diff --git a/Theriapolis.Core/Items/EquipSlot.cs b/Theriapolis.Core/Items/EquipSlot.cs new file mode 100644 index 0000000..a9e2709 --- /dev/null +++ b/Theriapolis.Core/Items/EquipSlot.cs @@ -0,0 +1,62 @@ +namespace Theriapolis.Core.Items; + +/// +/// Equipment slot a single occupies when worn or +/// wielded. Each slot holds at most one item. Two-handed weapons clear the +/// OffHand slot when equipped. +/// +/// Natural-weapon enhancers (Fang Caps, Claw Sheaths, Hoof Plates, Antler Tips, +/// Horn Rings) attach to a *specific* anatomical slot — they do not share with +/// general-purpose worn items, so each gets its own enum entry. +/// +public enum EquipSlot : byte +{ + MainHand = 0, + OffHand = 1, + Body = 2, + Helm = 3, + Cloak = 4, + Boots = 5, + AdaptivePack = 6, + NaturalWeaponFang = 7, + NaturalWeaponClaw = 8, + NaturalWeaponHoof = 9, + NaturalWeaponAntler = 10, + NaturalWeaponHorn = 11, +} + +public static class EquipSlotExtensions +{ + /// + /// Maps an string ("fang", "claw", + /// "hoof", "antler", "horn") to the corresponding NaturalWeapon* slot. + /// Returns null if the string isn't a recognized natural-weapon location. + /// + public static EquipSlot? FromEnhancerSlot(string? raw) => raw?.ToLowerInvariant() switch + { + "fang" => EquipSlot.NaturalWeaponFang, + "claw" => EquipSlot.NaturalWeaponClaw, + "hoof" => EquipSlot.NaturalWeaponHoof, + "antler" => EquipSlot.NaturalWeaponAntler, + "horn" => EquipSlot.NaturalWeaponHorn, + _ => null, + }; + + /// Parses a snake_case JSON value (e.g. "main_hand") into an EquipSlot. + public static EquipSlot? FromJson(string? raw) => raw?.ToLowerInvariant() switch + { + "main_hand" => EquipSlot.MainHand, + "off_hand" => EquipSlot.OffHand, + "body" => EquipSlot.Body, + "helm" => EquipSlot.Helm, + "cloak" => EquipSlot.Cloak, + "boots" => EquipSlot.Boots, + "adaptive_pack" => EquipSlot.AdaptivePack, + "natural_weapon_fang" => EquipSlot.NaturalWeaponFang, + "natural_weapon_claw" => EquipSlot.NaturalWeaponClaw, + "natural_weapon_hoof" => EquipSlot.NaturalWeaponHoof, + "natural_weapon_antler" => EquipSlot.NaturalWeaponAntler, + "natural_weapon_horn" => EquipSlot.NaturalWeaponHorn, + _ => null, + }; +} diff --git a/Theriapolis.Core/Items/Inventory.cs b/Theriapolis.Core/Items/Inventory.cs new file mode 100644 index 0000000..6916488 --- /dev/null +++ b/Theriapolis.Core/Items/Inventory.cs @@ -0,0 +1,136 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.Items; + +/// +/// A character's items: everything they're carrying plus the per-slot equipped +/// references. Equipped items remain in — equipping does +/// not move the instance, it just sets +/// and registers it in for fast slot lookup. +/// +/// Phase 5 M2 ships the basic plumbing (add/remove/equip/unequip with size +/// checks). Encumbrance speed effects, proficiency-driven attack disadvantage, +/// and the equip UI itself land in M3. +/// +public sealed class Inventory +{ + public List Items { get; } = new(); + + /// Slot → currently-equipped instance. Missing key = empty slot. + public Dictionary Equipped { get; } = new(); + + public float TotalWeightLb + { + get + { + float w = 0f; + foreach (var i in Items) w += i.TotalWeightLb; + return w; + } + } + + public ItemInstance Add(ItemDef def, int qty = 1) + { + var inst = new ItemInstance(def, qty); + Items.Add(inst); + return inst; + } + + public bool Remove(ItemInstance inst) + { + if (inst.EquippedAt is { } slot) + Equipped.Remove(slot); + return Items.Remove(inst); + } + + /// + /// Equip into . Returns false + /// with an error message if the slot is occupied, the item isn't in this + /// inventory, or there's a basic structural mismatch (two-handed weapon + /// when OffHand is taken, etc.). + /// + /// Note: this method does NOT enforce proficiency or size disadvantage — + /// those are computed at attack-resolution time so the player can equip a + /// wrong-size weapon and accept the penalty. Hard structural blocks only. + /// + public bool TryEquip(ItemInstance item, EquipSlot slot, out string error) + { + error = ""; + if (!Items.Contains(item)) + { + error = "Item is not in this inventory."; + return false; + } + if (Equipped.TryGetValue(slot, out var existing) && existing != item) + { + error = $"Slot {slot} is already occupied by {existing.Def.Name}."; + return false; + } + + // Two-handed weapon must clear OffHand first. + if (slot == EquipSlot.MainHand && + HasProperty(item.Def, "two_handed") && + Equipped.TryGetValue(EquipSlot.OffHand, out var offHand)) + { + error = $"Cannot wield two-handed weapon: OffHand holds {offHand.Def.Name}."; + return false; + } + + // Equipping into OffHand while MainHand has a two-handed weapon is invalid. + if (slot == EquipSlot.OffHand && + Equipped.TryGetValue(EquipSlot.MainHand, out var mainHand) && + HasProperty(mainHand.Def, "two_handed")) + { + error = $"Cannot use OffHand: MainHand holds two-handed {mainHand.Def.Name}."; + return false; + } + + // Natural-weapon enhancer must go into a NaturalWeapon* slot matching its declared anatomy. + if (item.Def.Kind == "natural_weapon_enhancer") + { + var declared = EquipSlotExtensions.FromEnhancerSlot(item.Def.EnhancerSlot); + if (declared is null) + { + error = $"Item '{item.Def.Id}' has invalid enhancer_slot '{item.Def.EnhancerSlot}'."; + return false; + } + if (slot != declared.Value) + { + error = $"Enhancer '{item.Def.Name}' fits {declared.Value}, not {slot}."; + return false; + } + } + + // Unequip the item from any prior slot first. + if (item.EquippedAt is { } prior && prior != slot) + Equipped.Remove(prior); + + Equipped[slot] = item; + item.EquippedAt = slot; + return true; + } + + public bool TryUnequip(EquipSlot slot, out string error) + { + error = ""; + if (!Equipped.TryGetValue(slot, out var inst)) + { + error = $"Slot {slot} is empty."; + return false; + } + Equipped.Remove(slot); + inst.EquippedAt = null; + return true; + } + + public ItemInstance? GetEquipped(EquipSlot slot) => + Equipped.TryGetValue(slot, out var i) ? i : null; + + private static bool HasProperty(ItemDef def, string prop) + { + foreach (var p in def.Properties) + if (string.Equals(p, prop, StringComparison.OrdinalIgnoreCase)) + return true; + return false; + } +} diff --git a/Theriapolis.Core/Items/ItemInstance.cs b/Theriapolis.Core/Items/ItemInstance.cs new file mode 100644 index 0000000..5a2588a --- /dev/null +++ b/Theriapolis.Core/Items/ItemInstance.cs @@ -0,0 +1,38 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.Items; + +/// +/// One stack of items in an . Holds a reference to the +/// immutable plus per-instance state: how many in the +/// stack, current condition, and (optionally) the slot the item is equipped +/// into. +/// +/// Phase 5 ships condition as a no-op (always 100); it's reserved for damage, +/// repairs, and weapon breaking that arrive in Phase 5.5+. +/// +public sealed class ItemInstance +{ + public ItemDef Def { get; } + public int Qty { get; set; } + + /// Condition, 0..100. 100 = pristine. Phase 5 always uses 100. + public int Condition { get; set; } = 100; + + /// Null while in the inventory bag; set when the item is equipped. + public EquipSlot? EquippedAt { get; set; } + + public ItemInstance(ItemDef def, int qty = 1) + { + Def = def ?? throw new ArgumentNullException(nameof(def)); + if (qty < 1) throw new ArgumentOutOfRangeException(nameof(qty), "qty must be ≥ 1"); + Qty = qty; + } + + public float TotalWeightLb => Def.WeightLb * Qty; + + public override string ToString() => + EquippedAt is null + ? $"{Def.Name}{(Qty > 1 ? $" ×{Qty}" : "")}" + : $"{Def.Name} (equipped: {EquippedAt})"; +} diff --git a/Theriapolis.Core/Items/SizeMatch.cs b/Theriapolis.Core/Items/SizeMatch.cs new file mode 100644 index 0000000..85806fc --- /dev/null +++ b/Theriapolis.Core/Items/SizeMatch.cs @@ -0,0 +1,49 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Items; + +/// +/// Body-size compatibility check for equipment. Per equipment.md: +/// "Most equipment comes in Small, Medium, and Large variants. Using +/// equipment not sized for your body imposes disadvantage on relevant +/// checks unless it has the Adaptive property." +/// +/// Returns when the item lists the wearer's +/// size, when not listed but the item has +/// the "adaptive" property (no penalty), and +/// otherwise (wearer takes disadvantage). +/// +public static class SizeMatch +{ + public enum MatchResult : byte + { + Match = 0, // item explicitly fits the wearer's size + Adaptive = 1, // item is universally adaptive — no disadvantage + WrongSize = 2, // wearer can equip it but suffers disadvantage + } + + public static MatchResult Check(ItemDef def, SizeCategory wearerSize) + { + string wearerKey = wearerSize switch + { + SizeCategory.Tiny => "tiny", + SizeCategory.Small => "small", + SizeCategory.Medium => "medium", + SizeCategory.MediumLarge => "medium", // M-Large uses Medium-sized gear + SizeCategory.Large => "large", + SizeCategory.Huge => "large", // closest available + _ => "medium", + }; + + foreach (var s in def.Sizes) + if (string.Equals(s, wearerKey, StringComparison.OrdinalIgnoreCase)) + return MatchResult.Match; + + foreach (var p in def.Properties) + if (string.Equals(p, "adaptive", StringComparison.OrdinalIgnoreCase)) + return MatchResult.Adaptive; + + return MatchResult.WrongSize; + } +} diff --git a/Theriapolis.Core/Loot/LootGenerator.cs b/Theriapolis.Core/Loot/LootGenerator.cs new file mode 100644 index 0000000..e1948f8 --- /dev/null +++ b/Theriapolis.Core/Loot/LootGenerator.cs @@ -0,0 +1,62 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Loot; + +/// +/// Phase 7 M2 — container-level deterministic loot rolls. Wraps +/// with a per-container +/// derived from the dungeon's layout seed and the container's slot index, +/// so the same (worldSeed, poiId, slotIdx) always rolls the same +/// items. +/// +/// Per Phase 7 plan §4.4 / §5.5: +/// lootContainerSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ slotIdx +/// +/// The path is the encounter-drop pipeline (uses +/// the encounter's RNG); this path is for static dungeon containers and +/// does not advance any encounter-time stream. +/// +public static class LootGenerator +{ + /// + /// Roll a single container's contents. + /// + /// Loot-table id (e.g. loot_dungeon_imperium_t2). + /// + /// Per-container seed. Caller is expected to derive this as + /// worldSeed ^ C.RNG_DUNGEON_LAYOUT ^ poiId ^ C.RNG_DUNGEON_LOOT ^ slotIdx. + /// + /// Loot-table dictionary from . + /// Item dictionary from . + /// An array of ready to drop into an inventory. + public static ItemInstance[] RollContainer( + string tableId, + ulong containerSeed, + IReadOnlyDictionary tables, + IReadOnlyDictionary items) + { + var rng = new SeededRng(containerSeed); + var drops = LootRoller.Roll(tableId, tables, items, rng); + var result = new ItemInstance[drops.Count]; + for (int i = 0; i < drops.Count; i++) + result[i] = new ItemInstance(drops[i].Def, drops[i].Qty); + return result; + } + + /// + /// Convenience overload that resolves the per-container seed from the + /// dungeon layout seed + slot index per the Phase 7 dice contract. + /// + public static ItemInstance[] RollContainer( + string tableId, + ulong dungeonLayoutSeed, + int slotIdx, + IReadOnlyDictionary tables, + IReadOnlyDictionary items) + { + ulong containerSeed = dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ (ulong)slotIdx; + return RollContainer(tableId, containerSeed, tables, items); + } +} diff --git a/Theriapolis.Core/Loot/LootRoller.cs b/Theriapolis.Core/Loot/LootRoller.cs new file mode 100644 index 0000000..91d7a4c --- /dev/null +++ b/Theriapolis.Core/Loot/LootRoller.cs @@ -0,0 +1,46 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Loot; + +/// +/// Pure deterministic loot roller. Given a table id and an RNG (typically +/// the encounter's ), produces +/// the list of (itemDef, qty) tuples to drop. +/// +/// Determinism: dice come from the encounter RNG so save+load round-trips +/// produce identical drops — important for the autosave_combat retry slot. +/// +public static class LootRoller +{ + public sealed record DropResult(ItemDef Def, int Qty); + + /// + /// Roll against the supplied RNG. Returns an + /// empty list when the table id is empty/unknown. + /// + public static List Roll( + string tableId, + IReadOnlyDictionary tables, + IReadOnlyDictionary items, + SeededRng rng) + { + var results = new List(); + if (string.IsNullOrEmpty(tableId) || !tables.TryGetValue(tableId, out var table)) + return results; + + foreach (var drop in table.Drops) + { + // Independent chance roll per drop. + if (rng.NextFloat() > drop.Chance) continue; + if (!items.TryGetValue(drop.ItemId, out var def)) continue; + + int qty; + if (drop.QtyMax <= drop.QtyMin) qty = System.Math.Max(1, drop.QtyMin); + else qty = rng.NextInt(drop.QtyMin, drop.QtyMax + 1); + + results.Add(new DropResult(def, qty)); + } + return results; + } +} diff --git a/Theriapolis.Core/Persistence/CharacterCodec.cs b/Theriapolis.Core/Persistence/CharacterCodec.cs new file mode 100644 index 0000000..89dc4be --- /dev/null +++ b/Theriapolis.Core/Persistence/CharacterCodec.cs @@ -0,0 +1,176 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Persistence; + +/// +/// Converts between the live model and its flat +/// serializable snapshot . Restore needs a +/// so it can re-attach to immutable defs by id. +/// +public static class CharacterCodec +{ + public static PlayerCharacterState Capture(Character c) + { + var state = new PlayerCharacterState + { + CladeId = c.Clade.Id, + SpeciesId = c.Species.Id, + ClassId = c.ClassDef.Id, + BackgroundId = c.Background.Id, + STR = c.Abilities.STR, + DEX = c.Abilities.DEX, + CON = c.Abilities.CON, + INT = c.Abilities.INT, + WIS = c.Abilities.WIS, + CHA = c.Abilities.CHA, + Level = c.Level, + Xp = c.Xp, + MaxHp = c.MaxHp, + CurrentHp = c.CurrentHp, + ExhaustionLevel = c.ExhaustionLevel, + FightingStyle = c.FightingStyle, + RageUsesRemaining = c.RageUsesRemaining, + CurrencyFang = c.CurrencyFang, + SubclassId = c.SubclassId, + LearnedFeatureIds = c.LearnedFeatureIds.ToArray(), + LevelUpHistory = c.LevelUpHistory.Select(h => new LevelUpRecordState + { + Level = h.Level, + HpGained = h.HpGained, + HpWasAveraged = h.HpWasAveraged, + HpHitDieResult = h.HpHitDieResult, + SubclassChosen = h.SubclassChosen ?? "", + AsiKeys = h.AsiAdjustmentsKeys, + AsiValues = h.AsiAdjustmentsValues, + FeaturesUnlocked = h.FeaturesUnlocked, + }).ToArray(), + // Phase 6.5 M4 — hybrid state. Null for purebred PCs. + // Phase 6.5 M5 adds ActiveMaskTier. + Hybrid = c.Hybrid is null ? null : new HybridStateSnapshot + { + SireClade = c.Hybrid.SireClade, + SireSpecies = c.Hybrid.SireSpecies, + DamClade = c.Hybrid.DamClade, + DamSpecies = c.Hybrid.DamSpecies, + DominantParent = (byte)c.Hybrid.DominantParent, + PassingActive = c.Hybrid.PassingActive, + NpcsWhoKnow = c.Hybrid.NpcsWhoKnow.ToArray(), + ActiveMaskTier = (byte)c.Hybrid.ActiveMaskTier, + }, + }; + + var skills = new byte[c.SkillProficiencies.Count]; + int i = 0; + foreach (var s in c.SkillProficiencies) skills[i++] = (byte)s; + state.SkillProficiencies = skills; + + var conds = new byte[c.Conditions.Count]; + i = 0; + foreach (var x in c.Conditions) conds[i++] = (byte)x; + state.Conditions = conds; + + var inv = new InventoryItemState[c.Inventory.Items.Count]; + for (int k = 0; k < c.Inventory.Items.Count; k++) + { + var it = c.Inventory.Items[k]; + inv[k] = new InventoryItemState + { + ItemId = it.Def.Id, + Qty = it.Qty, + Condition = it.Condition, + EquippedAt = it.EquippedAt is { } slot ? (byte)slot : null, + }; + } + state.Inventory = inv; + + return state; + } + + public static Character Restore(PlayerCharacterState state, ContentResolver content) + { + if (!content.Clades.TryGetValue(state.CladeId, out var clade)) + throw new InvalidDataException($"Save references unknown clade '{state.CladeId}'."); + if (!content.Species.TryGetValue(state.SpeciesId, out var species)) + throw new InvalidDataException($"Save references unknown species '{state.SpeciesId}'."); + if (!content.Classes.TryGetValue(state.ClassId, out var classDef)) + throw new InvalidDataException($"Save references unknown class '{state.ClassId}'."); + if (!content.Backgrounds.TryGetValue(state.BackgroundId, out var bg)) + throw new InvalidDataException($"Save references unknown background '{state.BackgroundId}'."); + + var abilities = new AbilityScores(state.STR, state.DEX, state.CON, state.INT, state.WIS, state.CHA); + var c = new Character(clade, species, classDef, bg, abilities) + { + Level = state.Level, + Xp = state.Xp, + MaxHp = state.MaxHp, + CurrentHp = state.CurrentHp, + ExhaustionLevel = state.ExhaustionLevel, + FightingStyle = state.FightingStyle, + RageUsesRemaining = state.RageUsesRemaining, + CurrencyFang = state.CurrencyFang, + SubclassId = state.SubclassId ?? "", + }; + + // Phase 6.5 M0 — restore learned features + level-up history. + if (state.LearnedFeatureIds is not null) + foreach (var fid in state.LearnedFeatureIds) + c.LearnedFeatureIds.Add(fid); + + if (state.LevelUpHistory is not null) + { + foreach (var h in state.LevelUpHistory) + { + c.LevelUpHistory.Add(new LevelUpRecord + { + Level = h.Level, + HpGained = h.HpGained, + HpWasAveraged = h.HpWasAveraged, + HpHitDieResult = h.HpHitDieResult, + SubclassChosen = string.IsNullOrEmpty(h.SubclassChosen) ? null : h.SubclassChosen, + AsiAdjustmentsKeys = h.AsiKeys ?? Array.Empty(), + AsiAdjustmentsValues = h.AsiValues ?? Array.Empty(), + FeaturesUnlocked = h.FeaturesUnlocked ?? Array.Empty(), + }); + } + } + + // Phase 6.5 M4 — restore hybrid state when present. + if (state.Hybrid is not null) + { + c.Hybrid = new HybridState + { + SireClade = state.Hybrid.SireClade, + SireSpecies = state.Hybrid.SireSpecies, + DamClade = state.Hybrid.DamClade, + DamSpecies = state.Hybrid.DamSpecies, + DominantParent = (ParentLineage)state.Hybrid.DominantParent, + PassingActive = state.Hybrid.PassingActive, + ActiveMaskTier = (ScentMaskTier)state.Hybrid.ActiveMaskTier, + }; + foreach (int npcId in state.Hybrid.NpcsWhoKnow ?? Array.Empty()) + c.Hybrid.NpcsWhoKnow.Add(npcId); + } + + foreach (var s in state.SkillProficiencies) c.SkillProficiencies.Add((SkillId)s); + foreach (var x in state.Conditions) c.Conditions.Add((Condition)x); + + foreach (var it in state.Inventory) + { + if (!content.Items.TryGetValue(it.ItemId, out var def)) + throw new InvalidDataException($"Save references unknown item '{it.ItemId}'."); + var inst = c.Inventory.Add(def, it.Qty); + inst.Condition = it.Condition; + if (it.EquippedAt is { } slotByte) + { + var slot = (EquipSlot)slotByte; + if (!c.Inventory.TryEquip(inst, slot, out var err)) + throw new InvalidDataException($"Could not re-equip '{it.ItemId}' into {slot}: {err}"); + } + } + + return c; + } +} diff --git a/Theriapolis.Core/Persistence/EncounterState.cs b/Theriapolis.Core/Persistence/EncounterState.cs new file mode 100644 index 0000000..fd5f90a --- /dev/null +++ b/Theriapolis.Core/Persistence/EncounterState.cs @@ -0,0 +1,57 @@ +namespace Theriapolis.Core.Persistence; + +/// +/// Mid-encounter snapshot. Present in only when the +/// player saved during combat. On load, the live PlayScreen re-creates a +/// with the same participants and +/// calls ResumeRolls(RollCount) so the dice stream continues from +/// the same sequence point — see Phase 5 plan §5. +/// +public sealed class EncounterState +{ + public ulong EncounterId { get; set; } + public int RollCount { get; set; } + public int CurrentTurnIndex { get; set; } + public int RoundNumber { get; set; } + public int[] InitiativeOrder { get; set; } = System.Array.Empty(); + public CombatantSnapshot[] Combatants { get; set; } = System.Array.Empty(); +} + +/// One combatant in the saved encounter. +public sealed class CombatantSnapshot +{ + public int Id { get; set; } + /// Display name (used to verify the same combatant on resume). + public string Name { get; set; } = ""; + /// True if this combatant is the player. False = NPC. + public bool IsPlayer { get; set; } + /// For NPC combatants: the chunk + spawn index that produced them, used to find the live NpcActor on resume. + public int? NpcChunkX { get; set; } + public int? NpcChunkY { get; set; } + public int? NpcSpawnIndex { get; set; } + /// For NPC combatants: the template id (used as fallback identity if chunk lookup fails). + public string NpcTemplateId { get; set; } = ""; + public int CurrentHp { get; set; } + public float PositionX { get; set; } + public float PositionY { get; set; } + /// Active conditions as enum byte values. + public byte[] Conditions { get; set; } = System.Array.Empty(); +} + +/// +/// Per-chunk roster delta — which spawn indices have been killed (or +/// otherwise consumed). Layered on top of the chunk's deterministic spawn +/// list so reloading a chunk doesn't resurrect dead enemies. +/// +public sealed class NpcRosterState +{ + public List ChunkDeltas { get; set; } = new(); +} + +public sealed class NpcChunkDelta +{ + public int ChunkX { get; set; } + public int ChunkY { get; set; } + /// Spawn-list indices in this chunk whose NPC has died. + public int[] KilledSpawnIndices { get; set; } = System.Array.Empty(); +} diff --git a/Theriapolis.Core/Persistence/IPersistable.cs b/Theriapolis.Core/Persistence/IPersistable.cs new file mode 100644 index 0000000..c839781 --- /dev/null +++ b/Theriapolis.Core/Persistence/IPersistable.cs @@ -0,0 +1,14 @@ +namespace Theriapolis.Core.Persistence; + +/// +/// Modules that own save-worthy state implement this interface. +/// CaptureState produces a serializable snapshot; RestoreState applies one +/// over the live module. Phase 5/6 add new persistables (faction/quest/rep) +/// without churning the SaveBody schema, by adding new IPersistable types +/// and one new field on SaveBody. +/// +public interface IPersistable +{ + TState CaptureState(); + void RestoreState(TState state); +} diff --git a/Theriapolis.Core/Persistence/PlayerCharacterState.cs b/Theriapolis.Core/Persistence/PlayerCharacterState.cs new file mode 100644 index 0000000..e63e640 --- /dev/null +++ b/Theriapolis.Core/Persistence/PlayerCharacterState.cs @@ -0,0 +1,110 @@ +namespace Theriapolis.Core.Persistence; + +/// +/// Plain-data snapshot of a for +/// the save layer. Kept as primitive fields + arrays so the persistence +/// codec doesn't pull MessagePack attributes onto the live model. +/// +/// Items / equipped slots reference content by id (string); the loader +/// re-resolves them against the current set +/// after world content reloads. +/// +public sealed class PlayerCharacterState +{ + public string CladeId { get; set; } = ""; + public string SpeciesId { get; set; } = ""; + public string ClassId { get; set; } = ""; + public string BackgroundId { get; set; } = ""; + + // Final ability scores (post clade + species mods). + public byte STR { get; set; } + public byte DEX { get; set; } + public byte CON { get; set; } + public byte INT { get; set; } + public byte WIS { get; set; } + public byte CHA { get; set; } + + public int Level { get; set; } = 1; + public int Xp { get; set; } = 0; + public int MaxHp { get; set; } + public int CurrentHp { get; set; } + public int ExhaustionLevel { get; set; } = 0; + + // Phase 5 M6 additions — backward-compat handled by EndOfStream check in SaveCodec.ReadCharacter. + public string FightingStyle { get; set; } = ""; + public int RageUsesRemaining { get; set; } = 2; + + // Phase 6 M3 — coin balance (Fangs are Theriapolis's universal currency). + public int CurrencyFang { get; set; } = 0; + + // Phase 6.5 M0 — levelling state. + /// + /// Subclass id chosen at level 3 (or whatever + /// is). Empty pre-L3. + /// + public string SubclassId { get; set; } = ""; + + /// Feature ids learned across all level-ups, in unlock order. + public string[] LearnedFeatureIds { get; set; } = Array.Empty(); + + /// Append-only per-level-up history (deltas, not post-state). + public LevelUpRecordState[] LevelUpHistory { get; set; } = Array.Empty(); + + // Phase 6.5 M4 — hybrid-character genealogy. Null for purebred PCs. + public HybridStateSnapshot? Hybrid { get; set; } + + /// Skill ids stored as enum byte values for compactness. + public byte[] SkillProficiencies { get; set; } = Array.Empty(); + + /// Active conditions stored as enum byte values. + public byte[] Conditions { get; set; } = Array.Empty(); + + /// Inventory stacks — references to ItemDef.Id with quantity + condition + optional equip slot. + public InventoryItemState[] Inventory { get; set; } = Array.Empty(); +} + +/// +/// Phase 6.5 M0 — one entry in . +/// Plain-data round-trip of . +/// +public sealed class LevelUpRecordState +{ + public int Level { get; set; } + public int HpGained { get; set; } + public bool HpWasAveraged { get; set; } + public int HpHitDieResult { get; set; } + /// Empty when no subclass was chosen at this level (i.e. anything but L3). + public string SubclassChosen { get; set; } = ""; + /// ASI ability ids stored as enum byte values; same length as . + public byte[] AsiKeys { get; set; } = Array.Empty(); + public int[] AsiValues { get; set; } = Array.Empty(); + public string[] FeaturesUnlocked { get; set; } = Array.Empty(); +} + +/// +/// Phase 6.5 M4 — flat round-trip record for . +/// +public sealed class HybridStateSnapshot +{ + public string SireClade { get; set; } = ""; + public string SireSpecies { get; set; } = ""; + public string DamClade { get; set; } = ""; + public string DamSpecies { get; set; } = ""; + /// 0 = Sire, 1 = Dam (matches byte values). + public byte DominantParent { get; set; } = 0; + public bool PassingActive { get; set; } = false; + /// Per-NPC discovery list — populated in Phase 6.5 M5. + public int[] NpcsWhoKnow { get; set; } = Array.Empty(); + /// Active scent-mask tier (Phase 6.5 M5). 0 = none. + public byte ActiveMaskTier { get; set; } = 0; +} + +/// One stack in . +public sealed class InventoryItemState +{ + public string ItemId { get; set; } = ""; + public int Qty { get; set; } = 1; + public int Condition { get; set; } = 100; + /// Null if this stack is bagged. Otherwise the EquipSlot enum byte value. + public byte? EquippedAt { get; set; } +} diff --git a/Theriapolis.Core/Persistence/QuestCodec.cs b/Theriapolis.Core/Persistence/QuestCodec.cs new file mode 100644 index 0000000..b932e86 --- /dev/null +++ b/Theriapolis.Core/Persistence/QuestCodec.cs @@ -0,0 +1,52 @@ +using Theriapolis.Core.Rules.Quests; + +namespace Theriapolis.Core.Persistence; + +/// +/// Phase 6 M4 — bidirectional translator between the live +/// and its serializable +/// . +/// +public static class QuestCodec +{ + public static QuestSnapshot Capture(QuestEngine engine) + { + var snap = new QuestSnapshot(); + foreach (var s in engine.Active.Values) snap.Active.Add(CaptureState(s)); + foreach (var s in engine.Completed.Values) snap.Completed.Add(CaptureState(s)); + foreach (var line in engine.Journal) snap.Journal.Add(line); + return snap; + } + + public static void Restore(QuestEngine engine, QuestSnapshot snap) + { + engine.Clear(); + foreach (var s in snap.Active) engine.AdoptActive(RestoreState(s)); + foreach (var s in snap.Completed) engine.AdoptCompleted(RestoreState(s)); + foreach (var line in snap.Journal) engine.Journal.Add(line); + } + + private static QuestStateSnapshot CaptureState(QuestState s) => new() + { + QuestId = s.QuestId, + CurrentStep = s.CurrentStep, + Status = (byte)s.Status, + StartedAt = s.StartedAt, + StepStartedAt = s.StepStartedAt, + JournalLines = s.Journal.ToArray(), + }; + + private static QuestState RestoreState(QuestStateSnapshot s) + { + var st = new QuestState + { + QuestId = s.QuestId, + CurrentStep = s.CurrentStep, + Status = (QuestStatus)s.Status, + StartedAt = s.StartedAt, + StepStartedAt = s.StepStartedAt, + }; + foreach (var line in s.JournalLines) st.Journal.Add(line); + return st; + } +} diff --git a/Theriapolis.Core/Persistence/QuestSnapshot.cs b/Theriapolis.Core/Persistence/QuestSnapshot.cs new file mode 100644 index 0000000..9eefcca --- /dev/null +++ b/Theriapolis.Core/Persistence/QuestSnapshot.cs @@ -0,0 +1,25 @@ +namespace Theriapolis.Core.Persistence; + +/// +/// Phase 6 M4 — serializable quest engine state. Holds active + completed +/// quests + the player journal tail. Round-trips via SaveCodec +/// TAG_QUESTS = 111. +/// +public sealed class QuestSnapshot +{ + public List Active { get; set; } = new(); + public List Completed { get; set; } = new(); + + /// Most recent journal entries written by the engine. + public List Journal { get; set; } = new(); +} + +public sealed class QuestStateSnapshot +{ + public string QuestId { get; set; } = ""; + public string CurrentStep { get; set; } = ""; + public byte Status { get; set; } // QuestStatus byte value + public long StartedAt { get; set; } + public long StepStartedAt { get; set; } + public string[] JournalLines { get; set; } = System.Array.Empty(); +} diff --git a/Theriapolis.Core/Persistence/ReputationCodec.cs b/Theriapolis.Core/Persistence/ReputationCodec.cs new file mode 100644 index 0000000..66e5372 --- /dev/null +++ b/Theriapolis.Core/Persistence/ReputationCodec.cs @@ -0,0 +1,90 @@ +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Core.Persistence; + +/// +/// Phase 6 M2 — bidirectional translator between the live +/// aggregate and its serializable +/// . +/// +public static class ReputationCodec +{ + public static ReputationSnapshot Capture(PlayerReputation rep) + { + var snap = new ReputationSnapshot(); + + // Faction standings. + foreach (var (k, v) in rep.Factions.Standings) + snap.FactionStandings[k] = v; + + // Personal records. + foreach (var pd in rep.Personal.Values) + { + snap.Personal.Add(new PersonalDispositionSnapshot + { + RoleTag = pd.RoleTag, + Score = pd.Score, + Trust = (byte)pd.Trust, + Betrayed = pd.Betrayed, + LastInteractionSeconds = pd.LastInteractionSeconds, + MemoryTags = pd.Memory.ToArray(), + Log = pd.Log.Select(CaptureEvent).ToArray(), + }); + } + + // Ledger. + foreach (var ev in rep.Ledger.Entries) + snap.Ledger.Add(CaptureEvent(ev)); + + return snap; + } + + public static PlayerReputation Restore(ReputationSnapshot snap) + { + var rep = new PlayerReputation(); + foreach (var (k, v) in snap.FactionStandings) + rep.Factions.Set(k, v); + foreach (var p in snap.Personal) + { + var pd = new PersonalDisposition + { + RoleTag = p.RoleTag, + Score = p.Score, + Trust = (TrustLevel)p.Trust, + Betrayed = p.Betrayed, + LastInteractionSeconds = p.LastInteractionSeconds, + }; + foreach (var m in p.MemoryTags) pd.Memory.Add(m); + foreach (var ev in p.Log) pd.Log.Add(RestoreEvent(ev)); + rep.Personal[p.RoleTag] = pd; + } + foreach (var ev in snap.Ledger) rep.Ledger.Append(RestoreEvent(ev)); + return rep; + } + + private static RepEventSnapshot CaptureEvent(RepEvent ev) => new() + { + SequenceId = ev.SequenceId, + Kind = (byte)ev.Kind, + FactionId = ev.FactionId, + RoleTag = ev.RoleTag, + Magnitude = ev.Magnitude, + Note = ev.Note, + OriginTileX = ev.OriginTileX, + OriginTileY = ev.OriginTileY, + TimestampSeconds = ev.TimestampSeconds, + }; + + private static RepEvent RestoreEvent(RepEventSnapshot s) => new() + { + SequenceId = s.SequenceId, + Kind = (RepEventKind)s.Kind, + FactionId = s.FactionId, + RoleTag = s.RoleTag, + Magnitude = s.Magnitude, + Note = s.Note, + OriginTileX = s.OriginTileX, + OriginTileY = s.OriginTileY, + TimestampSeconds = s.TimestampSeconds, + }; +} diff --git a/Theriapolis.Core/Persistence/ReputationSnapshot.cs b/Theriapolis.Core/Persistence/ReputationSnapshot.cs new file mode 100644 index 0000000..cb27f09 --- /dev/null +++ b/Theriapolis.Core/Persistence/ReputationSnapshot.cs @@ -0,0 +1,47 @@ +namespace Theriapolis.Core.Persistence; + +/// +/// Phase 6 M2 — serializable snapshot of . +/// Plain-data fields only; rebuilt back into the live aggregate by the +/// PlayScreen restore path. +/// +/// Round-trips via SaveCodec tags 110 (faction standings) and 112 +/// (reputation aggregate). The split lets the codec emit faction +/// standings even when no personal records exist, keeping save files +/// small for short playthroughs. +/// +public sealed class ReputationSnapshot +{ + /// Faction id → integer standing in ±C.REP_MAX. + public Dictionary FactionStandings { get; set; } = new(); + + /// Per-NPC personal records, keyed by role tag. + public List Personal { get; set; } = new(); + + /// Most recent events. + public List Ledger { get; set; } = new(); +} + +public sealed class PersonalDispositionSnapshot +{ + public string RoleTag { get; set; } = ""; + public int Score { get; set; } + public byte Trust { get; set; } // TrustLevel byte value + public bool Betrayed { get; set; } + public long LastInteractionSeconds { get; set; } + public string[] MemoryTags { get; set; } = System.Array.Empty(); + public RepEventSnapshot[] Log { get; set; } = System.Array.Empty(); +} + +public sealed class RepEventSnapshot +{ + public int SequenceId { get; set; } // Phase 6 M5 + public byte Kind { get; set; } // RepEventKind byte value + public string FactionId { get; set; } = ""; + public string RoleTag { get; set; } = ""; + public int Magnitude { get; set; } + public string Note { get; set; } = ""; + public int OriginTileX { get; set; } + public int OriginTileY { get; set; } + public long TimestampSeconds { get; set; } +} diff --git a/Theriapolis.Core/Persistence/SaveBody.cs b/Theriapolis.Core/Persistence/SaveBody.cs new file mode 100644 index 0000000..16bec0c --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveBody.cs @@ -0,0 +1,82 @@ +using Theriapolis.Core.Entities; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Time; + +namespace Theriapolis.Core.Persistence; + +/// +/// All save-worthy state outside the seed-derivable world. Phase 4 fills the +/// player, clock, chunk deltas, and world-tile deltas; the other fields are +/// reserved for Phase 5/6 so adding them later doesn't require a schema bump. +/// +public sealed class SaveBody +{ + public PlayerActorState Player { get; set; } = new(); + public WorldClockState Clock { get; set; } = new(); + + /// + /// Phase 5: full character snapshot (clade, species, class, abilities, + /// HP, inventory). Null on Phase-4 saves; the loader treats null as a + /// migration-failed signal and refuses the save. + /// + public PlayerCharacterState? PlayerCharacter { get; set; } + + /// + /// Phase 5 M5: per-chunk NPC roster delta (which spawn indices have died). + /// Empty on a fresh save; populated as the player kills NPCs. + /// + public NpcRosterState NpcRoster { get; set; } = new(); + + /// + /// Phase 5 M5: present only when the player saved mid-combat. On load, + /// PlayScreen re-creates the encounter from this snapshot and pushes + /// CombatHUDScreen directly without going through the title. + /// + public EncounterState? ActiveEncounter { get; set; } + + /// Per-chunk player-modification overlay. + public Dictionary ModifiedChunks { get; set; } = new(); + + /// Sparse per-world-tile changes (e.g. burned settlement). + public List ModifiedWorldTiles { get; set; } = new(); + + // ── Reserved for later phases ──────────────────────────────────────── + // Empty containers so save schema doesn't need a migration when each + // subsystem comes online. + public Dictionary Flags { get; set; } = new(); + /// v5 placeholder. Phase 6 M2 superseded by . + public Dictionary Factions { get; set; } = new(); + /// v5 placeholder. Phase 6 M4 superseded by . + public List QuestState { get; set; } = new(); + /// v5 placeholder. Phase 6 M2 superseded by . + public Dictionary Reputation { get; set; } = new(); + public List DiscoveredPoiIds { get; set; } = new(); + + /// + /// Phase 6 M2 — full reputation snapshot (faction standings, per-NPC + /// personal dispositions, recent ledger). Empty on a fresh game; the + /// V5→V6 migration leaves this empty too (Phase-5 saves never + /// accumulated rep state). + /// + public ReputationSnapshot ReputationState { get; set; } = new(); + + /// + /// Phase 6 M4 — quest engine snapshot. Empty before any quest + /// activates. Named QuestEngineState to avoid colliding with + /// the v5 placeholder dictionary. + /// + public QuestSnapshot QuestEngineState { get; set; } = new(); +} + +/// One world-tile cell that diverged from worldgen baseline. +public readonly struct WorldTileDelta +{ + public readonly ushort X; + public readonly ushort Y; + public readonly byte NewBiome; + public readonly ushort NewFeatures; + public WorldTileDelta(int x, int y, byte biome, ushort features) + { + X = (ushort)x; Y = (ushort)y; NewBiome = biome; NewFeatures = features; + } +} diff --git a/Theriapolis.Core/Persistence/SaveCodec.cs b/Theriapolis.Core/Persistence/SaveCodec.cs new file mode 100644 index 0000000..20aa03d --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveCodec.cs @@ -0,0 +1,764 @@ +using System.Text; +using System.Text.Json; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Time; + +namespace Theriapolis.Core.Persistence; + +/// +/// Read/write the on-disk save format: +/// +/// [4 bytes: headerLen (uint32 LE)] +/// [headerLen bytes: header JSON (UTF-8)] +/// [remaining: SaveBody binary blob] +/// +/// The body is hand-rolled binary rather than MessagePack so we don't pull a +/// new nuget into Core. The format is purely additive — any new field becomes +/// a new tagged section, which keeps Phase 5/6 expansion smooth. +/// +public static class SaveCodec +{ + private static readonly JsonSerializerOptions JsonOptions = new() { WriteIndented = true }; + + // Body section tags. New sections in later phases get new tags >= 100. + private const byte TAG_END = 0; + private const byte TAG_PLAYER = 1; + private const byte TAG_CLOCK = 2; + private const byte TAG_CHUNKS = 3; + private const byte TAG_WTDELTA = 4; + private const byte TAG_FLAGS = 5; + // Phase 5 additions: + private const byte TAG_CHARACTER = 100; + private const byte TAG_NPC_ROSTER = 101; + private const byte TAG_ENCOUNTER = 102; + // Phase 6 additions: + private const byte TAG_FACTION_STANDINGS = 110; + private const byte TAG_QUESTS = 111; + private const byte TAG_REPUTATION = 112; + // 113 reserved for TAG_ANCHORS (Phase 6 M5/save-anywhere if needed). + // 114 reserved for TAG_BUILDINGS (Phase 6 M5). + + public static byte[] Serialize(SaveHeader header, SaveBody body) + { + // Header JSON + string headerJson = JsonSerializer.Serialize(header, JsonOptions); + byte[] headerBytes = Encoding.UTF8.GetBytes(headerJson); + + using var ms = new MemoryStream(); + using var w = new BinaryWriter(ms, Encoding.UTF8, leaveOpen: true); + + w.Write((uint)headerBytes.Length); + w.Write(headerBytes); + + // Body + WriteBody(w, body); + + return ms.ToArray(); + } + + public static (SaveHeader header, SaveBody body) Deserialize(byte[] data) + { + using var ms = new MemoryStream(data); + using var r = new BinaryReader(ms, Encoding.UTF8, leaveOpen: true); + + uint headerLen = r.ReadUInt32(); + byte[] headerBytes = r.ReadBytes((int)headerLen); + if (headerBytes.Length != headerLen) + throw new InvalidDataException("Save header truncated."); + + string headerJson = Encoding.UTF8.GetString(headerBytes); + var header = JsonSerializer.Deserialize(headerJson, JsonOptions) + ?? throw new InvalidDataException("Save header empty."); + + var body = ReadBody(r); + return (header, body); + } + + /// Reads ONLY the JSON header, leaving the body unread. Used by the slot picker. + public static SaveHeader DeserializeHeaderOnly(byte[] data) + { + if (data.Length < 4) throw new InvalidDataException("Save file too short."); + uint headerLen = BitConverter.ToUInt32(data, 0); + if (headerLen + 4 > data.Length) throw new InvalidDataException("Save header truncated."); + string headerJson = Encoding.UTF8.GetString(data, 4, (int)headerLen); + return JsonSerializer.Deserialize(headerJson, JsonOptions) + ?? throw new InvalidDataException("Save header empty."); + } + + // ── Body writer ─────────────────────────────────────────────────────── + + private static void WriteBody(BinaryWriter w, SaveBody body) + { + WriteSection(w, TAG_PLAYER, bw => WritePlayer(bw, body.Player)); + WriteSection(w, TAG_CLOCK, bw => bw.Write(body.Clock.InGameSeconds)); + WriteSection(w, TAG_CHUNKS, bw => WriteChunkDeltas(bw, body.ModifiedChunks)); + WriteSection(w, TAG_WTDELTA, bw => WriteWorldTileDeltas(bw, body.ModifiedWorldTiles)); + WriteSection(w, TAG_FLAGS, bw => WriteFlags(bw, body.Flags)); + if (body.PlayerCharacter is not null) + WriteSection(w, TAG_CHARACTER, bw => WriteCharacter(bw, body.PlayerCharacter)); + if (body.NpcRoster.ChunkDeltas.Count > 0) + WriteSection(w, TAG_NPC_ROSTER, bw => WriteNpcRoster(bw, body.NpcRoster)); + if (body.ActiveEncounter is not null) + WriteSection(w, TAG_ENCOUNTER, bw => WriteEncounter(bw, body.ActiveEncounter)); + // Phase 6 M2 — reputation. Faction standings ride a separate tag from + // the personal/ledger payload so a "no personal records yet" save + // doesn't pay the cost of an empty section. + if (body.ReputationState.FactionStandings.Count > 0) + WriteSection(w, TAG_FACTION_STANDINGS, bw => WriteFactionStandings(bw, body.ReputationState.FactionStandings)); + if (body.ReputationState.Personal.Count > 0 || body.ReputationState.Ledger.Count > 0) + WriteSection(w, TAG_REPUTATION, bw => WriteReputation(bw, body.ReputationState)); + // Phase 6 M4 — quest engine snapshot. + if (body.QuestEngineState.Active.Count > 0 || body.QuestEngineState.Completed.Count > 0 || body.QuestEngineState.Journal.Count > 0) + WriteSection(w, TAG_QUESTS, bw => WriteQuests(bw, body.QuestEngineState)); + w.Write(TAG_END); + } + + private static void WriteSection(BinaryWriter w, byte tag, Action body) + { + w.Write(tag); + // Length-prefix the section so unknown tags can be skipped on read. + using var ms = new MemoryStream(); + using (var inner = new BinaryWriter(ms, Encoding.UTF8, leaveOpen: true)) + body(inner); + var bytes = ms.ToArray(); + w.Write((uint)bytes.Length); + w.Write(bytes); + } + + private static void WritePlayer(BinaryWriter w, PlayerActorState p) + { + w.Write(p.Id); + WriteString(w, p.Name); + w.Write(p.PositionX); + w.Write(p.PositionY); + w.Write(p.FacingAngleRad); + w.Write(p.SpeedWorldPxPerSec); + w.Write(p.HighestTierReached); + w.Write(p.DiscoveredPoiIds.Length); + foreach (int id in p.DiscoveredPoiIds) w.Write(id); + } + + private static void WriteChunkDeltas(BinaryWriter w, IReadOnlyDictionary chunks) + { + w.Write(chunks.Count); + foreach (var kv in chunks) + { + w.Write(kv.Key.X); + w.Write(kv.Key.Y); + w.Write(kv.Value.SpawnsConsumed); + w.Write(kv.Value.TileMods.Count); + foreach (var m in kv.Value.TileMods) + { + w.Write(m.LocalX); + w.Write(m.LocalY); + w.Write((byte)m.Surface); + w.Write((byte)m.Deco); + w.Write(m.Flags); + } + } + } + + private static void WriteWorldTileDeltas(BinaryWriter w, List tiles) + { + w.Write(tiles.Count); + foreach (var t in tiles) + { + w.Write(t.X); + w.Write(t.Y); + w.Write(t.NewBiome); + w.Write(t.NewFeatures); + } + } + + private static void WriteFlags(BinaryWriter w, Dictionary flags) + { + w.Write(flags.Count); + foreach (var kv in flags) + { + WriteString(w, kv.Key); + w.Write(kv.Value); + } + } + + // ── Body reader ─────────────────────────────────────────────────────── + + private static SaveBody ReadBody(BinaryReader r) + { + var body = new SaveBody(); + while (true) + { + byte tag = r.ReadByte(); + if (tag == TAG_END) break; + uint len = r.ReadUInt32(); + byte[] sectionBytes = r.ReadBytes((int)len); + if (sectionBytes.Length != len) throw new InvalidDataException("Save body truncated."); + using var ms = new MemoryStream(sectionBytes); + using var br = new BinaryReader(ms); + switch (tag) + { + case TAG_PLAYER: body.Player = ReadPlayer(br); break; + case TAG_CLOCK: body.Clock.InGameSeconds = br.ReadInt64(); break; + case TAG_CHUNKS: body.ModifiedChunks = ReadChunkDeltas(br); break; + case TAG_WTDELTA: body.ModifiedWorldTiles = ReadWorldTileDeltas(br); break; + case TAG_FLAGS: body.Flags = ReadFlags(br); break; + case TAG_CHARACTER: body.PlayerCharacter = ReadCharacter(br); break; + case TAG_NPC_ROSTER: body.NpcRoster = ReadNpcRoster(br); break; + case TAG_ENCOUNTER: body.ActiveEncounter = ReadEncounter(br); break; + case TAG_FACTION_STANDINGS: + body.ReputationState.FactionStandings = ReadFactionStandings(br); + break; + case TAG_REPUTATION: + { + var rep = ReadReputation(br); + // Faction standings may have been read earlier — preserve them. + rep.FactionStandings = body.ReputationState.FactionStandings; + body.ReputationState = rep; + break; + } + case TAG_QUESTS: + body.QuestEngineState = ReadQuests(br); + break; + default: /* unknown tag: skip — forward compat */ break; + } + } + return body; + } + + private static PlayerActorState ReadPlayer(BinaryReader r) + { + var p = new PlayerActorState + { + Id = r.ReadInt32(), + Name = ReadString(r), + PositionX = r.ReadSingle(), + PositionY = r.ReadSingle(), + FacingAngleRad = r.ReadSingle(), + SpeedWorldPxPerSec = r.ReadSingle(), + HighestTierReached = r.ReadInt32(), + }; + int n = r.ReadInt32(); + p.DiscoveredPoiIds = new int[n]; + for (int i = 0; i < n; i++) p.DiscoveredPoiIds[i] = r.ReadInt32(); + return p; + } + + private static Dictionary ReadChunkDeltas(BinaryReader r) + { + var m = new Dictionary(); + int n = r.ReadInt32(); + for (int i = 0; i < n; i++) + { + int cx = r.ReadInt32(); + int cy = r.ReadInt32(); + var d = new ChunkDelta { SpawnsConsumed = r.ReadBoolean() }; + int mc = r.ReadInt32(); + for (int j = 0; j < mc; j++) + { + byte lx = r.ReadByte(); + byte ly = r.ReadByte(); + var sf = (TacticalSurface)r.ReadByte(); + var de = (TacticalDeco)r.ReadByte(); + byte fl = r.ReadByte(); + d.TileMods.Add(new TileMod(lx, ly, sf, de, fl)); + } + m[new ChunkCoord(cx, cy)] = d; + } + return m; + } + + private static List ReadWorldTileDeltas(BinaryReader r) + { + int n = r.ReadInt32(); + var l = new List(n); + for (int i = 0; i < n; i++) + { + ushort x = r.ReadUInt16(); + ushort y = r.ReadUInt16(); + byte b = r.ReadByte(); + ushort f = r.ReadUInt16(); + l.Add(new WorldTileDelta(x, y, b, f)); + } + return l; + } + + private static Dictionary ReadFlags(BinaryReader r) + { + int n = r.ReadInt32(); + var d = new Dictionary(n); + for (int i = 0; i < n; i++) + { + string k = ReadString(r); + int v = r.ReadInt32(); + d[k] = v; + } + return d; + } + + private static void WriteString(BinaryWriter w, string s) + { + var bytes = Encoding.UTF8.GetBytes(s ?? ""); + w.Write(bytes.Length); + w.Write(bytes); + } + + private static string ReadString(BinaryReader r) + { + int n = r.ReadInt32(); + return Encoding.UTF8.GetString(r.ReadBytes(n)); + } + + // ── Phase 5: Character section (TAG_CHARACTER = 100) ───────────────── + + private static void WriteCharacter(BinaryWriter w, PlayerCharacterState c) + { + WriteString(w, c.CladeId); + WriteString(w, c.SpeciesId); + WriteString(w, c.ClassId); + WriteString(w, c.BackgroundId); + w.Write(c.STR); w.Write(c.DEX); w.Write(c.CON); w.Write(c.INT); w.Write(c.WIS); w.Write(c.CHA); + w.Write(c.Level); + w.Write(c.Xp); + w.Write(c.MaxHp); + w.Write(c.CurrentHp); + w.Write(c.ExhaustionLevel); + w.Write(c.SkillProficiencies.Length); + foreach (var s in c.SkillProficiencies) w.Write(s); + w.Write(c.Conditions.Length); + foreach (var x in c.Conditions) w.Write(x); + w.Write(c.Inventory.Length); + foreach (var it in c.Inventory) + { + WriteString(w, it.ItemId); + w.Write(it.Qty); + w.Write(it.Condition); + w.Write(it.EquippedAt.HasValue); + if (it.EquippedAt.HasValue) w.Write(it.EquippedAt.Value); + } + // Phase 5 M6 additions — appended at the end so v5 readers (without + // these fields) can still load by short-reading the section. + WriteString(w, c.FightingStyle); + w.Write(c.RageUsesRemaining); + // Phase 6 M3 — currency. Same EOS-check pattern: older saves + // without it short-read this section. + w.Write(c.CurrencyFang); + // Phase 6.5 M0 — subclass + learned features + level-up history. + WriteString(w, c.SubclassId); + w.Write(c.LearnedFeatureIds.Length); + foreach (var fid in c.LearnedFeatureIds) WriteString(w, fid); + w.Write(c.LevelUpHistory.Length); + foreach (var h in c.LevelUpHistory) + { + w.Write(h.Level); + w.Write(h.HpGained); + w.Write(h.HpWasAveraged); + w.Write(h.HpHitDieResult); + WriteString(w, h.SubclassChosen ?? ""); + w.Write(h.AsiKeys.Length); + foreach (byte k in h.AsiKeys) w.Write(k); + w.Write(h.AsiValues.Length); + foreach (int v in h.AsiValues) w.Write(v); + w.Write(h.FeaturesUnlocked.Length); + foreach (var fid in h.FeaturesUnlocked) WriteString(w, fid); + } + // Phase 6.5 M4 — hybrid state (optional). EOS-check pattern: write + // a presence byte (0/1), then the fields when present. + // Phase 6.5 M5 appends ActiveMaskTier (also EOS-checked on read). + bool hybridPresent = c.Hybrid is not null; + w.Write(hybridPresent); + if (hybridPresent) + { + var h = c.Hybrid!; + WriteString(w, h.SireClade); + WriteString(w, h.SireSpecies); + WriteString(w, h.DamClade); + WriteString(w, h.DamSpecies); + w.Write(h.DominantParent); + w.Write(h.PassingActive); + w.Write(h.NpcsWhoKnow.Length); + foreach (int npcId in h.NpcsWhoKnow) w.Write(npcId); + // Phase 6.5 M5 — mask tier (single byte). + w.Write(h.ActiveMaskTier); + } + } + + private static PlayerCharacterState ReadCharacter(BinaryReader r) + { + var c = new PlayerCharacterState + { + CladeId = ReadString(r), + SpeciesId = ReadString(r), + ClassId = ReadString(r), + BackgroundId = ReadString(r), + STR = r.ReadByte(), DEX = r.ReadByte(), CON = r.ReadByte(), + INT = r.ReadByte(), WIS = r.ReadByte(), CHA = r.ReadByte(), + Level = r.ReadInt32(), + Xp = r.ReadInt32(), + MaxHp = r.ReadInt32(), + CurrentHp = r.ReadInt32(), + ExhaustionLevel = r.ReadInt32(), + }; + int nSkills = r.ReadInt32(); + c.SkillProficiencies = new byte[nSkills]; + for (int i = 0; i < nSkills; i++) c.SkillProficiencies[i] = r.ReadByte(); + int nConds = r.ReadInt32(); + c.Conditions = new byte[nConds]; + for (int i = 0; i < nConds; i++) c.Conditions[i] = r.ReadByte(); + int nInv = r.ReadInt32(); + c.Inventory = new InventoryItemState[nInv]; + for (int i = 0; i < nInv; i++) + { + var it = new InventoryItemState + { + ItemId = ReadString(r), + Qty = r.ReadInt32(), + Condition = r.ReadInt32(), + }; + bool hasEquip = r.ReadBoolean(); + it.EquippedAt = hasEquip ? r.ReadByte() : null; + c.Inventory[i] = it; + } + // Phase 5 M6 additions — present in saves written by M6+, absent in v5 + // saves. The section is length-prefixed so v5 saves stop here. + if (r.BaseStream.Position < r.BaseStream.Length) + { + c.FightingStyle = ReadString(r); + c.RageUsesRemaining = r.ReadInt32(); + } + // Phase 6 M3 addition — currency. Saves without it short-read here. + if (r.BaseStream.Position < r.BaseStream.Length) + { + c.CurrencyFang = r.ReadInt32(); + } + // Phase 6.5 M0 additions — subclass / features / level-up history. + // Same EOS-check pattern: v6 saves without these fields short-read. + if (r.BaseStream.Position < r.BaseStream.Length) + { + c.SubclassId = ReadString(r); + int nFeatures = r.ReadInt32(); + var features = new string[nFeatures]; + for (int i = 0; i < nFeatures; i++) features[i] = ReadString(r); + c.LearnedFeatureIds = features; + int nHistory = r.ReadInt32(); + var history = new LevelUpRecordState[nHistory]; + for (int i = 0; i < nHistory; i++) + { + var h = new LevelUpRecordState + { + Level = r.ReadInt32(), + HpGained = r.ReadInt32(), + HpWasAveraged = r.ReadBoolean(), + HpHitDieResult = r.ReadInt32(), + SubclassChosen = ReadString(r), + }; + int nKeys = r.ReadInt32(); + var keys = new byte[nKeys]; + for (int j = 0; j < nKeys; j++) keys[j] = r.ReadByte(); + h.AsiKeys = keys; + int nVals = r.ReadInt32(); + var vals = new int[nVals]; + for (int j = 0; j < nVals; j++) vals[j] = r.ReadInt32(); + h.AsiValues = vals; + int nFids = r.ReadInt32(); + var fids = new string[nFids]; + for (int j = 0; j < nFids; j++) fids[j] = ReadString(r); + h.FeaturesUnlocked = fids; + history[i] = h; + } + c.LevelUpHistory = history; + } + // Phase 6.5 M4 — hybrid state (optional, EOS-checked). + if (r.BaseStream.Position < r.BaseStream.Length) + { + bool hybridPresent = r.ReadBoolean(); + if (hybridPresent) + { + var h = new HybridStateSnapshot + { + SireClade = ReadString(r), + SireSpecies = ReadString(r), + DamClade = ReadString(r), + DamSpecies = ReadString(r), + DominantParent = r.ReadByte(), + PassingActive = r.ReadBoolean(), + }; + int nKnow = r.ReadInt32(); + var knowList = new int[nKnow]; + for (int i = 0; i < nKnow; i++) knowList[i] = r.ReadInt32(); + h.NpcsWhoKnow = knowList; + // Phase 6.5 M5 — mask tier (EOS-checked). + if (r.BaseStream.Position < r.BaseStream.Length) + h.ActiveMaskTier = r.ReadByte(); + c.Hybrid = h; + } + } + return c; + } + + // ── Phase 5 M5: NPC roster + Encounter sections ─────────────────────── + + private static void WriteNpcRoster(BinaryWriter w, NpcRosterState roster) + { + w.Write(roster.ChunkDeltas.Count); + foreach (var d in roster.ChunkDeltas) + { + w.Write(d.ChunkX); + w.Write(d.ChunkY); + w.Write(d.KilledSpawnIndices.Length); + foreach (int idx in d.KilledSpawnIndices) w.Write(idx); + } + } + + private static NpcRosterState ReadNpcRoster(BinaryReader r) + { + var roster = new NpcRosterState(); + int n = r.ReadInt32(); + for (int i = 0; i < n; i++) + { + var d = new NpcChunkDelta { ChunkX = r.ReadInt32(), ChunkY = r.ReadInt32() }; + int m = r.ReadInt32(); + d.KilledSpawnIndices = new int[m]; + for (int j = 0; j < m; j++) d.KilledSpawnIndices[j] = r.ReadInt32(); + roster.ChunkDeltas.Add(d); + } + return roster; + } + + private static void WriteEncounter(BinaryWriter w, EncounterState enc) + { + w.Write(enc.EncounterId); + w.Write(enc.RollCount); + w.Write(enc.CurrentTurnIndex); + w.Write(enc.RoundNumber); + w.Write(enc.InitiativeOrder.Length); + foreach (int i in enc.InitiativeOrder) w.Write(i); + w.Write(enc.Combatants.Length); + foreach (var c in enc.Combatants) + { + w.Write(c.Id); + WriteString(w, c.Name); + w.Write(c.IsPlayer); + w.Write(c.NpcChunkX.HasValue); + if (c.NpcChunkX.HasValue) w.Write(c.NpcChunkX.Value); + w.Write(c.NpcChunkY.HasValue); + if (c.NpcChunkY.HasValue) w.Write(c.NpcChunkY.Value); + w.Write(c.NpcSpawnIndex.HasValue); + if (c.NpcSpawnIndex.HasValue) w.Write(c.NpcSpawnIndex.Value); + WriteString(w, c.NpcTemplateId); + w.Write(c.CurrentHp); + w.Write(c.PositionX); + w.Write(c.PositionY); + w.Write(c.Conditions.Length); + foreach (byte cb in c.Conditions) w.Write(cb); + } + } + + private static EncounterState ReadEncounter(BinaryReader r) + { + var s = new EncounterState + { + EncounterId = r.ReadUInt64(), + RollCount = r.ReadInt32(), + CurrentTurnIndex = r.ReadInt32(), + RoundNumber = r.ReadInt32(), + }; + int n = r.ReadInt32(); + s.InitiativeOrder = new int[n]; + for (int i = 0; i < n; i++) s.InitiativeOrder[i] = r.ReadInt32(); + int m = r.ReadInt32(); + s.Combatants = new CombatantSnapshot[m]; + for (int i = 0; i < m; i++) + { + var c = new CombatantSnapshot + { + Id = r.ReadInt32(), + Name = ReadString(r), + IsPlayer = r.ReadBoolean(), + }; + if (r.ReadBoolean()) c.NpcChunkX = r.ReadInt32(); + if (r.ReadBoolean()) c.NpcChunkY = r.ReadInt32(); + if (r.ReadBoolean()) c.NpcSpawnIndex = r.ReadInt32(); + c.NpcTemplateId = ReadString(r); + c.CurrentHp = r.ReadInt32(); + c.PositionX = r.ReadSingle(); + c.PositionY = r.ReadSingle(); + int cn = r.ReadInt32(); + c.Conditions = new byte[cn]; + for (int j = 0; j < cn; j++) c.Conditions[j] = r.ReadByte(); + s.Combatants[i] = c; + } + return s; + } + + // ── Phase 5: Schema-version compatibility ───────────────────────────── + + /// + /// Returns true if this binary can load the supplied header's save data. + /// Phase 5 refuses any save with version < + /// (i.e. Phase-4 saves with no character data). + /// + public static bool IsCompatible(SaveHeader header) => + header.Version >= C.SAVE_SCHEMA_MIN_VERSION; + + /// Human-readable reason a save is incompatible. Empty when compatible. + public static string IncompatibilityReason(SaveHeader header) + { + if (header.Version < C.SAVE_SCHEMA_MIN_VERSION) + return $"This save is from schema v{header.Version}; minimum supported is v{C.SAVE_SCHEMA_MIN_VERSION}. " + + "Start a new game from the same seed to play in Phase 5."; + return ""; + } + + // ── Phase 6 M2 — reputation ────────────────────────────────────────── + + private static void WriteFactionStandings(BinaryWriter w, Dictionary standings) + { + w.Write(standings.Count); + foreach (var kv in standings) + { + WriteString(w, kv.Key); + w.Write(kv.Value); + } + } + + private static Dictionary ReadFactionStandings(BinaryReader r) + { + int n = r.ReadInt32(); + var d = new Dictionary(n, StringComparer.OrdinalIgnoreCase); + for (int i = 0; i < n; i++) + { + string k = ReadString(r); + int v = r.ReadInt32(); + d[k] = v; + } + return d; + } + + private static void WriteReputation(BinaryWriter w, ReputationSnapshot rep) + { + // Personal records. + w.Write(rep.Personal.Count); + foreach (var p in rep.Personal) + { + WriteString(w, p.RoleTag); + w.Write(p.Score); + w.Write(p.Trust); + w.Write(p.Betrayed); + w.Write(p.LastInteractionSeconds); + w.Write(p.MemoryTags.Length); + foreach (var m in p.MemoryTags) WriteString(w, m); + w.Write(p.Log.Length); + foreach (var ev in p.Log) WriteRepEvent(w, ev); + } + // Ledger. + w.Write(rep.Ledger.Count); + foreach (var ev in rep.Ledger) WriteRepEvent(w, ev); + } + + private static ReputationSnapshot ReadReputation(BinaryReader r) + { + var rep = new ReputationSnapshot(); + int n = r.ReadInt32(); + for (int i = 0; i < n; i++) + { + var p = new PersonalDispositionSnapshot + { + RoleTag = ReadString(r), + Score = r.ReadInt32(), + Trust = r.ReadByte(), + Betrayed = r.ReadBoolean(), + LastInteractionSeconds = r.ReadInt64(), + }; + int mtags = r.ReadInt32(); + var memory = new string[mtags]; + for (int j = 0; j < mtags; j++) memory[j] = ReadString(r); + p.MemoryTags = memory; + int logCount = r.ReadInt32(); + var log = new RepEventSnapshot[logCount]; + for (int j = 0; j < logCount; j++) log[j] = ReadRepEvent(r); + p.Log = log; + rep.Personal.Add(p); + } + int ledgerCount = r.ReadInt32(); + for (int i = 0; i < ledgerCount; i++) rep.Ledger.Add(ReadRepEvent(r)); + return rep; + } + + private static void WriteRepEvent(BinaryWriter w, RepEventSnapshot ev) + { + w.Write(ev.SequenceId); + w.Write(ev.Kind); + WriteString(w, ev.FactionId); + WriteString(w, ev.RoleTag); + w.Write(ev.Magnitude); + WriteString(w, ev.Note); + w.Write(ev.OriginTileX); + w.Write(ev.OriginTileY); + w.Write(ev.TimestampSeconds); + } + + private static RepEventSnapshot ReadRepEvent(BinaryReader r) => new() + { + SequenceId = r.ReadInt32(), + Kind = r.ReadByte(), + FactionId = ReadString(r), + RoleTag = ReadString(r), + Magnitude = r.ReadInt32(), + Note = ReadString(r), + OriginTileX = r.ReadInt32(), + OriginTileY = r.ReadInt32(), + TimestampSeconds = r.ReadInt64(), + }; + + // ── Phase 6 M4 — quest engine ──────────────────────────────────────── + + private static void WriteQuests(BinaryWriter w, QuestSnapshot snap) + { + w.Write(snap.Active.Count); + foreach (var s in snap.Active) WriteQuestState(w, s); + w.Write(snap.Completed.Count); + foreach (var s in snap.Completed) WriteQuestState(w, s); + w.Write(snap.Journal.Count); + foreach (var line in snap.Journal) WriteString(w, line); + } + + private static QuestSnapshot ReadQuests(BinaryReader r) + { + var snap = new QuestSnapshot(); + int activeCount = r.ReadInt32(); + for (int i = 0; i < activeCount; i++) snap.Active.Add(ReadQuestState(r)); + int completedCount = r.ReadInt32(); + for (int i = 0; i < completedCount; i++) snap.Completed.Add(ReadQuestState(r)); + int journalCount = r.ReadInt32(); + for (int i = 0; i < journalCount; i++) snap.Journal.Add(ReadString(r)); + return snap; + } + + private static void WriteQuestState(BinaryWriter w, QuestStateSnapshot s) + { + WriteString(w, s.QuestId); + WriteString(w, s.CurrentStep); + w.Write(s.Status); + w.Write(s.StartedAt); + w.Write(s.StepStartedAt); + w.Write(s.JournalLines.Length); + foreach (var line in s.JournalLines) WriteString(w, line); + } + + private static QuestStateSnapshot ReadQuestState(BinaryReader r) + { + var s = new QuestStateSnapshot + { + QuestId = ReadString(r), + CurrentStep = ReadString(r), + Status = r.ReadByte(), + StartedAt = r.ReadInt64(), + StepStartedAt = r.ReadInt64(), + }; + int n = r.ReadInt32(); + var lines = new string[n]; + for (int i = 0; i < n; i++) lines[i] = ReadString(r); + s.JournalLines = lines; + return s; + } +} diff --git a/Theriapolis.Core/Persistence/SaveHeader.cs b/Theriapolis.Core/Persistence/SaveHeader.cs new file mode 100644 index 0000000..fd8f569 --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveHeader.cs @@ -0,0 +1,56 @@ +using System.Text.Json.Serialization; + +namespace Theriapolis.Core.Persistence; + +/// +/// JSON-serializable metadata stored at the front of a save file. Designed so +/// the slot picker can deserialize just the header (with a 4-byte length +/// prefix preceding it) without touching the binary body. +/// +public sealed class SaveHeader +{ + /// Schema version. Bump on breaking changes — see SaveMigrations. + [JsonPropertyName("version")] + public int Version { get; set; } = C.SAVE_SCHEMA_VERSION; + + [JsonPropertyName("worldSeed")] + public string WorldSeedHex { get; set; } = "0x0"; + + [JsonPropertyName("stageHashes")] + public Dictionary StageHashes { get; set; } = new(); + + [JsonPropertyName("playerName")] + public string PlayerName { get; set; } = "Wanderer"; + + [JsonPropertyName("playerTier")] + public int PlayerTier { get; set; } + + [JsonPropertyName("inGameSeconds")] + public long InGameSeconds { get; set; } + + [JsonPropertyName("savedAt")] + public string SavedAtUtc { get; set; } = ""; + + [JsonPropertyName("appVersion")] + public string AppVersion { get; set; } = "0.4.0"; + + /// Convenience: a one-line label for the slot picker. + public string SlotLabel() + { + // "Wanderer — Y0 Spring D5 (Tier 1)" style + long sec = InGameSeconds; + long days = sec / Time.WorldClock.SecondsPerDay; + int year = (int)(days / Time.WorldClock.DaysPerYear); + var season = (Time.Season)((days / Time.WorldClock.DaysPerSeason) % 4); + long dayOfSeason = days % Time.WorldClock.DaysPerSeason; + return $"{PlayerName} — Y{year} {season} D{dayOfSeason} (Tier {PlayerTier})"; + } + + public ulong ParseSeed() + { + string s = WorldSeedHex.Trim(); + if (s.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) + return Convert.ToUInt64(s[2..], 16); + return ulong.Parse(s); + } +} diff --git a/Theriapolis.Core/Persistence/SaveMigrations/ISaveMigration.cs b/Theriapolis.Core/Persistence/SaveMigrations/ISaveMigration.cs new file mode 100644 index 0000000..972fd4e --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveMigrations/ISaveMigration.cs @@ -0,0 +1,13 @@ +namespace Theriapolis.Core.Persistence.SaveMigrations; + +/// +/// Single-step migration from one schema version to the next. Migrations +/// chain — Migrations.MigrateUp finds a path from header.Version to +/// C.SAVE_SCHEMA_VERSION and applies each step in order. +/// +public interface ISaveMigration +{ + int FromVersion { get; } + int ToVersion { get; } + void Apply(SaveHeader header, SaveBody body); +} diff --git a/Theriapolis.Core/Persistence/SaveMigrations/Migrations.cs b/Theriapolis.Core/Persistence/SaveMigrations/Migrations.cs new file mode 100644 index 0000000..aec2f53 --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveMigrations/Migrations.cs @@ -0,0 +1,49 @@ +namespace Theriapolis.Core.Persistence.SaveMigrations; + +/// +/// Registry + chain runner for SaveBody migrations. Phase 4 is the v4 baseline; +/// older versions are not supported because nothing earlier shipped. As we +/// bump the schema in Phase 5+, register migrations here. +/// +/// The registry seeds itself with every built-in migration on first use, so +/// callers don't need to remember to them at startup. +/// +public static class Migrations +{ + private static readonly List _registry = new(); + private static bool _seeded; + + public static void Register(ISaveMigration m) + { + EnsureSeeded(); + _registry.Add(m); + } + + private static void EnsureSeeded() + { + if (_seeded) return; + _seeded = true; + // Built-in migrations registered in version order: + _registry.Add(new V5ToV6Migration()); + _registry.Add(new V6ToV7Migration()); + _registry.Add(new V7ToV8Migration()); + } + + /// + /// Walk migrations from header.Version up to C.SAVE_SCHEMA_VERSION. Returns + /// false if no chain exists; the caller decides whether to hard-block or + /// best-effort the load (see SaveCodec docs). + /// + public static bool MigrateUp(SaveHeader header, SaveBody body) + { + EnsureSeeded(); + while (header.Version < C.SAVE_SCHEMA_VERSION) + { + var step = _registry.FirstOrDefault(m => m.FromVersion == header.Version); + if (step is null) return false; + step.Apply(header, body); + header.Version = step.ToVersion; + } + return header.Version == C.SAVE_SCHEMA_VERSION; + } +} diff --git a/Theriapolis.Core/Persistence/SaveMigrations/V5ToV6Migration.cs b/Theriapolis.Core/Persistence/SaveMigrations/V5ToV6Migration.cs new file mode 100644 index 0000000..7130e1a --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveMigrations/V5ToV6Migration.cs @@ -0,0 +1,27 @@ +namespace Theriapolis.Core.Persistence.SaveMigrations; + +/// +/// Phase 6 M2 — additive migration from save schema v5 (Phase 5 ship) to +/// v6 (Phase 6 reputation core). Non-destructive: every v5 field carries +/// over unchanged. The new is +/// already initialised to a fresh empty +/// by the SaveBody constructor, so this migration just bumps the header +/// version. +/// +/// Phase 5's placeholder and +/// dictionaries were never populated +/// (Phase 5 didn't ship the reputation system), so we don't need to +/// translate any data — they stay empty and ignored. +/// +public sealed class V5ToV6Migration : ISaveMigration +{ + public int FromVersion => 5; + public int ToVersion => 6; + + public void Apply(SaveHeader header, SaveBody body) + { + // Body fields all default-initialise to empty in SaveBody — the + // ReputationState is already a fresh ReputationSnapshot. Phase-5 + // saves had nothing to translate, so this is a pure version bump. + } +} diff --git a/Theriapolis.Core/Persistence/SaveMigrations/V6ToV7Migration.cs b/Theriapolis.Core/Persistence/SaveMigrations/V6ToV7Migration.cs new file mode 100644 index 0000000..cf9859e --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveMigrations/V6ToV7Migration.cs @@ -0,0 +1,30 @@ +namespace Theriapolis.Core.Persistence.SaveMigrations; + +/// +/// Phase 6.5 M0 — additive migration from save schema v6 (Phase 6 ship) to +/// v7 (Phase 6.5 levelling). Non-destructive: every v6 field carries over +/// unchanged. The new , +/// , and +/// default-initialise +/// to empty values by the constructor, so this migration just bumps the +/// header version. +/// +/// Phase-6 saves had no level-up history (every character stayed at level +/// 1, Xp = 0). On load they continue to be valid level-1 characters; the +/// player can immediately start earning XP and levelling up under the new +/// rules. +/// +public sealed class V6ToV7Migration : ISaveMigration +{ + public int FromVersion => 6; + public int ToVersion => 7; + + public void Apply(SaveHeader header, SaveBody body) + { + // No data translation needed. PlayerCharacterState's new fields + // (SubclassId, LearnedFeatureIds, LevelUpHistory) default-initialise + // to empty in their record, and SaveCodec.ReadCharacter handles + // missing-section bytes via the EOS-check pattern Phase 5 already + // established. Pure version bump. + } +} diff --git a/Theriapolis.Core/Persistence/SaveMigrations/V7ToV8Migration.cs b/Theriapolis.Core/Persistence/SaveMigrations/V7ToV8Migration.cs new file mode 100644 index 0000000..2d471dc --- /dev/null +++ b/Theriapolis.Core/Persistence/SaveMigrations/V7ToV8Migration.cs @@ -0,0 +1,27 @@ +namespace Theriapolis.Core.Persistence.SaveMigrations; + +/// +/// Phase 7 M0 — additive migration from save schema v7 (Phase 6.5 ship) to +/// v8 (Phase 7 dungeons). Non-destructive: every v7 field carries over +/// unchanged. Phase 7 reserves three new save sections — anchors, building +/// deltas, and per-PoI dungeon state — but ships M0 with the version bump +/// only; the fields default-initialise to empty and a v7 save loads as +/// "no anchors persisted, no buildings modified, no dungeons visited" +/// which is the truth for any pre-Phase-7 save. +/// +/// Subsequent Phase 7 milestones (M1+) will populate these sections; +/// the migration stays additive throughout. +/// +public sealed class V7ToV8Migration : ISaveMigration +{ + public int FromVersion => 7; + public int ToVersion => 8; + + public void Apply(SaveHeader header, SaveBody body) + { + // No data translation needed. Phase 7's new save sections + // (TAG_ANCHORS / TAG_BUILDINGS / TAG_DUNGEONS) default to empty in + // SaveBody and SaveCodec uses the established EOS-check pattern + // for additive sections. Pure version bump. + } +} diff --git a/Theriapolis.Core/Rules/Character/Allegiance.cs b/Theriapolis.Core/Rules/Character/Allegiance.cs new file mode 100644 index 0000000..223cd37 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/Allegiance.cs @@ -0,0 +1,29 @@ +namespace Theriapolis.Core.Rules.Character; + +/// +/// Whose side an actor is on at the moment. Drives encounter-trigger logic: +/// hostile → auto-trigger combat on LOS; friendly/neutral → "[F] Talk to ..." +/// prompt. Phase 5 sets this from ; +/// faction logic in Phase 6 may mutate it at runtime. +/// +public enum Allegiance : byte +{ + Player = 0, + Allied = 1, + Neutral = 2, + Friendly = 3, + Hostile = 4, +} + +public static class AllegianceExtensions +{ + public static Allegiance FromJson(string raw) => raw.ToLowerInvariant() switch + { + "player" => Allegiance.Player, + "allied" => Allegiance.Allied, + "neutral" => Allegiance.Neutral, + "friendly" => Allegiance.Friendly, + "hostile" => Allegiance.Hostile, + _ => throw new ArgumentException($"Unknown allegiance: '{raw}'"), + }; +} diff --git a/Theriapolis.Core/Rules/Character/Character.cs b/Theriapolis.Core/Rules/Character/Character.cs new file mode 100644 index 0000000..f180053 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/Character.cs @@ -0,0 +1,284 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Runtime aggregate of everything that makes a creature a *character* — +/// stats, class, clade, species, background, inventory, HP, conditions, level, +/// XP. Composed onto an via the +/// Actor.Character field; the actor handles position and rendering, +/// the character handles gameplay state. +/// +/// Phase 5 M2 builds these via at character +/// creation. Saved snapshots round-trip through +/// . +/// +public sealed class Character +{ + public CladeDef Clade { get; } + public SpeciesDef Species { get; } + public ClassDef ClassDef { get; } + public BackgroundDef Background { get; } + public AbilityScores Abilities { get; private set; } + + public int Level { get; set; } = 1; + public int Xp { get; set; } = 0; + public int MaxHp { get; set; } + public int CurrentHp { get; set; } + + /// + /// Phase 6.5 M0 — subclass id, set when the level-3 selection is made. + /// Empty pre-L3; references one of after. + /// Loaded by save round-trip. + /// + public string SubclassId { get; set; } = ""; + + /// + /// Phase 6.5 M0 — feature ids learned across all level-ups, in unlock + /// order. Includes level-1 features applied by + /// plus everything appends. The + /// consults this list when resolving combat + /// effects, dialogue hooks, etc. + /// + public List LearnedFeatureIds { get; } = new(); + + /// + /// Phase 6.5 M0 — append-only history of per-level deltas. Used by + /// the level-up screen for display and by save round-trip for + /// reproducibility. Index = level - 1 (so [0] is the level-1 entry, + /// [1] is the level-2 entry, etc.); element 0 is synthesized at + /// character creation. + /// + public List LevelUpHistory { get; } = new(); + + /// + /// Phase 6.5 M4 — hybrid-character state. Null for purebred PCs + /// (the common case); non-null indicates the PC was built via + /// . Universal hybrid + /// detriments (Scent Dysphoria, Social Stigma, Illegible Body + /// Language, Medical Incompatibility) are inherent and applied via + /// at use sites. + /// + public HybridState? Hybrid { get; set; } + + /// True when the PC is a hybrid (i.e. non-null). + public bool IsHybrid => Hybrid is not null; + + /// Skill proficiencies — class skills + background skills, deduplicated. + public HashSet SkillProficiencies { get; } = new(); + + public Inventory Inventory { get; } = new(); + + /// Conditions currently affecting the character. Phase 5 M5 wires durations. + public HashSet Conditions { get; } = new(); + + /// Exhaustion level 0..6, separate from (binary flags). + public int ExhaustionLevel { get; set; } = 0; + + /// + /// Phase 5 M6: chosen Fangsworn fighting style ("duelist", "great_weapon", + /// "shieldwall", "fang_and_blade", "natural_predator"). Empty for non-Fangsworn + /// or when not yet picked. Defaults to "duelist" via CharacterBuilder. + /// + public string FightingStyle { get; set; } = ""; + + /// Phase 5 M6: Feral Rage uses remaining (refills on long rest; M6 treats as per-encounter). + public int RageUsesRemaining { get; set; } = 2; + + // ── Phase 6.5 M1: per-encounter resource pools ──────────────────────── + /// + /// Muzzle-Speaker Vocalization Dice — uses remaining (long-rest, 4 default + /// at level 1). Refilled per encounter at M1 since the rest model lives + /// in Phase 8. + /// + public int VocalizationDiceRemaining { get; set; } = 4; + + /// + /// Covenant-Keeper Lay on Paws — HP pool remaining. Recharges to + /// 5 × CHA on long rest; M1 refills per encounter. + /// + public int LayOnPawsPoolRemaining { get; set; } + + /// + /// Claw-Wright Field Repair — uses remaining. Once per short rest at L1 + /// per the JSON; M1 treats as 1 per encounter. + /// + public int FieldRepairUsesRemaining { get; set; } = 1; + + // ── Phase 6.5 M3: ability-stream resource pools ────────────────────── + /// + /// Scent-Broker Pheromone Craft — uses remaining. The JSON ladder + /// (pheromone_craft_2/3/4/5 at L2/L5/L9/L13) sets the per-rest + /// cap; + /// tops the pool up to that cap at encounter start. + /// + public int PheromoneUsesRemaining { get; set; } + + /// + /// Covenant-Keeper Covenant's Authority — uses remaining. The JSON + /// ladder (covenants_authority_2/3/4/5 at L2/L9/L13/L17) sets + /// the cap; M3 tops up per encounter. + /// + public int CovenantAuthorityUsesRemaining { get; set; } + + /// + /// Phase 6 M3 — Fangs (Theriapolis's universal coin). Used by the shop + /// dialogue branch. Defaults to a small starting stipend so the very + /// first merchant interaction has something to buy with. + /// + public int CurrencyFang { get; set; } = 25; + + public bool IsAlive => CurrentHp > 0 || Conditions.Contains(Condition.Unconscious); + + public Character( + CladeDef clade, + SpeciesDef species, + ClassDef classDef, + BackgroundDef background, + AbilityScores abilities) + { + Clade = clade ?? throw new ArgumentNullException(nameof(clade)); + Species = species ?? throw new ArgumentNullException(nameof(species)); + ClassDef = classDef ?? throw new ArgumentNullException(nameof(classDef)); + Background = background ?? throw new ArgumentNullException(nameof(background)); + Abilities = abilities; + } + + /// Replace ability scores wholesale (used during creation; combat doesn't mutate this). + public void SetAbilities(AbilityScores scores) + { + Abilities = scores; + } + + /// Body size category, derived from species. + public SizeCategory Size => SizeExtensions.FromJson(Species.Size); + + /// d20 proficiency bonus for the character's current level. + public int ProficiencyBonus => Stats.ProficiencyBonus.ForLevel(Level); + + /// + /// Computes max HP from class hit die + CON modifier at level 1 (and + /// avg-rounded-up + CON for each level beyond, per d20 default). + /// Phase 6.5 M0: still useful for character-creation initial HP, but + /// real per-level HP gains come from 's + /// deltas (which respect the + /// player's roll-vs-average choice and pin to a deterministic seed). + /// + public int ComputeMaxHpFromScratch() + { + int conMod = Abilities.ModFor(AbilityId.CON); + int hp = ClassDef.HitDie + conMod; + // Levels 2+ add avg-rounded-up + CON each. Phase 5 = level 1 only, + // but the formula stays correct in case external code passes Level > 1. + for (int lv = 2; lv <= Level; lv++) + { + int avgRoundedUp = (ClassDef.HitDie / 2) + 1; + hp += avgRoundedUp + conMod; + } + return Math.Max(1, hp); + } + + /// + /// Phase 6.5 M0 — apply a previously-computed + /// plus the player's to this character. + /// Mutates Level, MaxHp, CurrentHp, SubclassId, Abilities, and appends + /// the unlocked features to . Records + /// the event in . + /// + /// The caller is responsible for verifying the choices are valid for + /// the result's open slots (subclass selected when GrantsSubclassChoice; + /// ASI sums to +2 when GrantsAsiChoice). Validation lives in + /// ; this method trusts what it + /// gets so it can be called from tests with bare choices. + /// + public void ApplyLevelUp(LevelUpResult result, LevelUpChoices choices) + { + if (result is null) throw new ArgumentNullException(nameof(result)); + if (choices is null) throw new ArgumentNullException(nameof(choices)); + + // Apply ASI (if any). + if (result.GrantsAsiChoice && choices.AsiAdjustments.Count > 0) + { + var newAbilities = Abilities; + foreach (var (ability, delta) in choices.AsiAdjustments) + { + int current = newAbilities.Get(ability); + int cap = result.NewLevel >= C.CHARACTER_LEVEL_MAX + ? C.ABILITY_SCORE_CAP_AT_L20 + : C.ABILITY_SCORE_CAP_PRE_L20; + int next = Math.Min(cap, current + delta); + newAbilities = newAbilities.With(ability, next); + } + Abilities = newAbilities; + } + + // Subclass selection (if any). + if (result.GrantsSubclassChoice && !string.IsNullOrEmpty(choices.SubclassId)) + { + SubclassId = choices.SubclassId!; + } + + // HP. The result's HpGained already incorporates CON mod at compute + // time; if the player took CON via ASI on the same level-up, we use + // the *new* CON for HP gained. Recompute defensively. + int conMod = Abilities.ModFor(AbilityId.CON); + int hpGained; + if (result.HpWasAveraged) + { + int avgRoundedUp = (ClassDef.HitDie / 2) + 1; + hpGained = Math.Max(1, avgRoundedUp + conMod); + } + else + { + // Roll value already determined; but CON might have changed. + hpGained = Math.Max(1, result.HpHitDieResult + conMod); + } + MaxHp += hpGained; + CurrentHp += hpGained; // level-up restores per d20 default + + // Learned features. + foreach (var fid in result.ClassFeaturesUnlocked) + LearnedFeatureIds.Add(fid); + foreach (var fid in result.SubclassFeaturesUnlocked) + LearnedFeatureIds.Add(fid); + + // Level — last, so all the per-level computations above use the + // pre-level-up Level for any branching they need. + Level = result.NewLevel; + + // Record the event. + LevelUpHistory.Add(new LevelUpRecord + { + Level = result.NewLevel, + HpGained = hpGained, + HpWasAveraged = result.HpWasAveraged, + HpHitDieResult = result.HpHitDieResult, + SubclassChosen = result.GrantsSubclassChoice ? choices.SubclassId : null, + AsiAdjustmentsKeys = choices.AsiAdjustments.Keys.Select(k => (byte)k).ToArray(), + AsiAdjustmentsValues = choices.AsiAdjustments.Values.ToArray(), + FeaturesUnlocked = result.ClassFeaturesUnlocked + .Concat(result.SubclassFeaturesUnlocked) + .ToArray(), + }); + } +} + +/// +/// Phase 6.5 M0 — one entry in . +/// Plain-data, serializable. Records the *deltas* (not the post-state), so +/// the history can be replayed on load and the level-up screen can show +/// the player what happened at each level. +/// +public sealed class LevelUpRecord +{ + public int Level { get; init; } + public int HpGained { get; init; } + public bool HpWasAveraged { get; init; } + public int HpHitDieResult { get; init; } + public string? SubclassChosen { get; init; } + public byte[] AsiAdjustmentsKeys { get; init; } = Array.Empty(); + public int[] AsiAdjustmentsValues { get; init; } = Array.Empty(); + public string[] FeaturesUnlocked { get; init; } = Array.Empty(); +} diff --git a/Theriapolis.Core/Rules/Character/CharacterBuilder.cs b/Theriapolis.Core/Rules/Character/CharacterBuilder.cs new file mode 100644 index 0000000..8002d52 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/CharacterBuilder.cs @@ -0,0 +1,436 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Fluent builder for a level-1 . Used by both the +/// in-game character-creation screen and the headless character-roll +/// Tools command, plus the M2 test suite. +/// +/// Pattern: set inputs (clade, species, class, background, base scores, +/// chosen skills, name), then call . +/// returns the first error string when any required input is missing or +/// inconsistent — calls Validate and throws on failure. +/// +public sealed class CharacterBuilder +{ + public CladeDef? Clade { get; set; } + public SpeciesDef? Species { get; set; } + public ClassDef? ClassDef { get; set; } + public BackgroundDef? Background { get; set; } + + /// Pre-clade-mod base scores (e.g. Standard Array assignment or 4d6 roll outcome). + public AbilityScores BaseAbilities { get; set; } = new(10, 10, 10, 10, 10, 10); + + /// Class-skill picks. Background skills are added automatically by Build(). + public HashSet ChosenClassSkills { get; } = new(); + + public string Name { get; set; } = "Wanderer"; + + /// + /// Phase 5 M6: Fangsworn fighting style choice. One of "duelist", + /// "great_weapon", "shieldwall", "fang_and_blade", "natural_predator". + /// Empty string defaults to "duelist" if the class is Fangsworn (sensible + /// auto-pick that has visible combat effect at level 1). Ignored for + /// non-Fangsworn classes. + /// + public string FightingStyle { get; set; } = ""; + + // ── Phase 6.5 M4: hybrid origin ───────────────────────────────────── + /// + /// When true, is the canonical build path + /// and / are the *dominant* + /// parent's lineage; / + /// populate the secondary parent. Defaults + /// to false (purebred path); the character creation screen flips this + /// when the player ticks the Hybrid checkbox. + /// + public bool IsHybridOrigin { get; set; } = false; + + /// Sire clade for hybrid origin path (paternal lineage). + public CladeDef? HybridSireClade { get; set; } + /// Sire species for hybrid origin path. + public SpeciesDef? HybridSireSpecies { get; set; } + /// Dam clade for hybrid origin path (maternal lineage). + public CladeDef? HybridDamClade { get; set; } + /// Dam species for hybrid origin path. + public SpeciesDef? HybridDamSpecies { get; set; } + + /// + /// Which parent's expression dominates. Drives Passing presentation + /// (the PC scent-reads as this lineage's clade). Default is Sire. + /// + public ParentLineage HybridDominantParent { get; set; } = ParentLineage.Sire; + + // ── Builder fluent helpers ────────────────────────────────────────── + + public CharacterBuilder WithClade(CladeDef c) { Clade = c; return this; } + public CharacterBuilder WithSpecies(SpeciesDef s) { Species = s; return this; } + public CharacterBuilder WithClass(ClassDef c) { ClassDef = c; return this; } + public CharacterBuilder WithBackground(BackgroundDef b) { Background = b; return this; } + public CharacterBuilder WithAbilities(AbilityScores a) { BaseAbilities = a; return this; } + public CharacterBuilder WithName(string name) { Name = name ?? "Wanderer"; return this; } + + public CharacterBuilder ChooseSkill(SkillId s) + { + ChosenClassSkills.Add(s); + return this; + } + + // ── Validation ────────────────────────────────────────────────────── + + public bool Validate(out string error) + { + error = ""; + if (Clade is null) { error = "Clade not selected."; return false; } + if (Species is null) { error = "Species not selected."; return false; } + if (ClassDef is null) { error = "Class not selected."; return false; } + if (Background is null) { error = "Background not selected."; return false; } + + if (!string.Equals(Species.CladeId, Clade.Id, StringComparison.OrdinalIgnoreCase)) + { + error = $"Species '{Species.Id}' belongs to clade '{Species.CladeId}', not '{Clade.Id}'."; + return false; + } + + // Validate every chosen class skill is in the class's offered list. + foreach (var s in ChosenClassSkills) + { + string raw = SkillToJsonName(s); + bool listed = false; + foreach (var opt in ClassDef.SkillOptions) + if (string.Equals(opt, raw, StringComparison.OrdinalIgnoreCase)) + { + listed = true; + break; + } + if (!listed) + { + error = $"Class '{ClassDef.Id}' does not offer skill '{raw}'."; + return false; + } + } + + if (ChosenClassSkills.Count != ClassDef.SkillsChoose) + { + error = $"Class '{ClassDef.Id}' requires {ClassDef.SkillsChoose} skill picks, got {ChosenClassSkills.Count}."; + return false; + } + + return true; + } + + // ── Build ─────────────────────────────────────────────────────────── + + public Character Build(IReadOnlyDictionary? itemsForStartingKit = null) + { + if (!Validate(out string error)) + throw new InvalidOperationException($"Cannot build character: {error}"); + + // Apply clade + species ability mods to the base scores. + var clade = Clade!; + var species = Species!; + var classD = ClassDef!; + var bgD = Background!; + + var modded = BaseAbilities; + modded = ApplyMods(modded, clade.AbilityMods); + modded = ApplyMods(modded, species.AbilityMods); + + var c = new Character(clade, species, classD, bgD, modded) + { + Level = 1, + Xp = 0, + }; + + // Skills: class-chosen + background freebies (deduplicated). + foreach (var s in ChosenClassSkills) c.SkillProficiencies.Add(s); + foreach (var raw in bgD.SkillProficiencies) + { + try { c.SkillProficiencies.Add(SkillIdExtensions.FromJson(raw)); } + catch (ArgumentException) { /* unknown skill names ignored — content bug, but don't crash creation */ } + } + + // HP: HitDie + CON modifier at level 1. + c.MaxHp = c.ComputeMaxHpFromScratch(); + c.CurrentHp = c.MaxHp; + + // Phase 5 M6: Fangsworn fighting style. Default to "duelist" — has + // immediate combat effect at level 1 and works with the most weapons + // in our starting kits. The CodexUI character creator surfaces this + // as a real picker; the legacy Myra screen leaves it on default. + if (string.Equals(classD.Id, "fangsworn", System.StringComparison.OrdinalIgnoreCase)) + { + c.FightingStyle = string.IsNullOrEmpty(FightingStyle) ? "duelist" : FightingStyle; + } + + // Optional starting kit. The caller passes the loaded item table + // (typically ); if null, the + // character starts with an empty inventory (existing test behaviour). + if (itemsForStartingKit is not null) + ApplyStartingKit(c, itemsForStartingKit); + + return c; + } + + // ── Phase 6.5 M4: Hybrid build path ───────────────────────────────── + + /// + /// Validate the hybrid-origin fields. Returns true and an empty error + /// string when the sire+dam configuration is valid for building a + /// hybrid character. + /// + /// Required: both sire and dam picked (clade + species each); sire and + /// dam must be *different* clades (cross-clade is the definition of + /// hybrid); each species must belong to its declared clade. + /// + public bool ValidateHybrid(out string error) + { + error = ""; + if (HybridSireClade is null) { error = "Sire clade not selected."; return false; } + if (HybridSireSpecies is null) { error = "Sire species not selected."; return false; } + if (HybridDamClade is null) { error = "Dam clade not selected."; return false; } + if (HybridDamSpecies is null) { error = "Dam species not selected."; return false; } + + if (string.Equals(HybridSireClade.Id, HybridDamClade.Id, StringComparison.OrdinalIgnoreCase)) + { + error = $"Sire and dam must be different clades (both are '{HybridSireClade.Id}'). Hybrids are cross-clade."; + return false; + } + + if (!string.Equals(HybridSireSpecies.CladeId, HybridSireClade.Id, StringComparison.OrdinalIgnoreCase)) + { + error = $"Sire species '{HybridSireSpecies.Id}' belongs to clade '{HybridSireSpecies.CladeId}', not '{HybridSireClade.Id}'."; + return false; + } + if (!string.Equals(HybridDamSpecies.CladeId, HybridDamClade.Id, StringComparison.OrdinalIgnoreCase)) + { + error = $"Dam species '{HybridDamSpecies.Id}' belongs to clade '{HybridDamSpecies.CladeId}', not '{HybridDamClade.Id}'."; + return false; + } + + return true; + } + + /// + /// Build a hybrid character from the configured sire + dam pair. The + /// builder resolves the dominant parent's clade + species as the + /// primary / + /// (so existing systems that key off these fields keep working), and + /// records the full sire+dam genealogy in . + /// + /// Ability mod blending follows clades.md HYBRID ORIGIN: + /// take *one* ability mod from each parent clade. If both grant the + /// same ability, the duplicate is dropped (no double-counting); the + /// player picks an alternative +1 elsewhere via the standard array + /// or roll path. (M4 simplification: take both clade mod sets and + /// blend them — duplicates collapse to a single +1 — and use both + /// species mods.) + /// + public bool TryBuildHybrid( + IReadOnlyDictionary? itemsForStartingKit, + out Character? character, + out string error) + { + character = null; + + if (!ValidateHybrid(out error)) return false; + if (ClassDef is null) + { + error = "Class not selected."; + return false; + } + if (Background is null) + { + error = "Background not selected."; + return false; + } + + // Validate skills against the class — same as the purebred path. + foreach (var s in ChosenClassSkills) + { + string raw = SkillToJsonName(s); + bool listed = false; + foreach (var opt in ClassDef.SkillOptions) + if (string.Equals(opt, raw, StringComparison.OrdinalIgnoreCase)) + { + listed = true; + break; + } + if (!listed) + { + error = $"Class '{ClassDef.Id}' does not offer skill '{raw}'."; + return false; + } + } + if (ChosenClassSkills.Count != ClassDef.SkillsChoose) + { + error = $"Class '{ClassDef.Id}' requires {ClassDef.SkillsChoose} skill picks, got {ChosenClassSkills.Count}."; + return false; + } + + // Resolve the dominant lineage as the primary clade/species so the + // rest of the engine (rendering, scent reads, dialogue gates that + // key off Character.Clade / Character.Species) sees the dominant + // expression. The Hybrid record carries the full sire+dam + // genealogy. + var dominantClade = HybridDominantParent == ParentLineage.Sire + ? HybridSireClade! : HybridDamClade!; + var dominantSpecies = HybridDominantParent == ParentLineage.Sire + ? HybridSireSpecies! : HybridDamSpecies!; + + // Blend ability mods: apply BOTH parent clades' mods, then BOTH + // species mods. Same-key collisions accumulate (e.g. two clades + // each granting +1 CON yield +2 CON). This is a small departure + // from clades.md's "take one from each" but matches the engine's + // declarative-mod model and produces sensible totals; M4 ships it + // and the rule fine-tunes in playtesting. + var modded = BaseAbilities; + modded = ApplyMods(modded, HybridSireClade!.AbilityMods); + modded = ApplyMods(modded, HybridDamClade!.AbilityMods); + modded = ApplyMods(modded, HybridSireSpecies!.AbilityMods); + modded = ApplyMods(modded, HybridDamSpecies!.AbilityMods); + + var c = new Character(dominantClade, dominantSpecies, ClassDef, Background, modded) + { + Level = 1, + Xp = 0, + Hybrid = new HybridState + { + SireClade = HybridSireClade.Id, + SireSpecies = HybridSireSpecies.Id, + DamClade = HybridDamClade.Id, + DamSpecies = HybridDamSpecies.Id, + DominantParent = HybridDominantParent, + }, + }; + + // Skills (same as purebred path). + foreach (var s in ChosenClassSkills) c.SkillProficiencies.Add(s); + foreach (var raw in Background.SkillProficiencies) + { + try { c.SkillProficiencies.Add(SkillIdExtensions.FromJson(raw)); } + catch (ArgumentException) { /* unknown skill names ignored */ } + } + + c.MaxHp = c.ComputeMaxHpFromScratch(); + c.CurrentHp = c.MaxHp; + + if (string.Equals(ClassDef.Id, "fangsworn", System.StringComparison.OrdinalIgnoreCase)) + c.FightingStyle = string.IsNullOrEmpty(FightingStyle) ? "duelist" : FightingStyle; + + if (itemsForStartingKit is not null) + ApplyStartingKit(c, itemsForStartingKit); + + character = c; + return true; + } + + /// + /// Adds every entry from to the + /// character's inventory and auto-equips entries flagged for it. Logs and + /// continues on missing items / unknown slots — content bugs should fail + /// loud at content-validate time, not crash character creation. + /// + public static void ApplyStartingKit(Character c, IReadOnlyDictionary items) + { + foreach (var entry in c.ClassDef.StartingKit) + { + if (!items.TryGetValue(entry.ItemId, out var def)) + continue; // unknown item id — skip silently (caught by ContentValidate) + + var inst = c.Inventory.Add(def, Math.Max(1, entry.Qty)); + if (!entry.AutoEquip || string.IsNullOrEmpty(entry.EquipSlot)) + continue; + + var slot = EquipSlotExtensions.FromJson(entry.EquipSlot); + if (slot is null) continue; + // Best-effort equip; ignore the error string here. If a structural + // conflict occurs (two-handed in main when off-hand pre-occupied), + // the item stays in the bag rather than blocking creation. + c.Inventory.TryEquip(inst, slot.Value, out _); + } + } + + private static AbilityScores ApplyMods(AbilityScores a, IReadOnlyDictionary mods) + { + if (mods is null || mods.Count == 0) return a; + var dict = new Dictionary(); + foreach (var kv in mods) + { + if (TryParseAbility(kv.Key, out var id)) + dict[id] = (dict.TryGetValue(id, out var existing) ? existing : 0) + kv.Value; + } + return a.Plus(dict); + } + + private static bool TryParseAbility(string raw, out AbilityId id) + { + switch (raw.ToUpperInvariant()) + { + case "STR": id = AbilityId.STR; return true; + case "DEX": id = AbilityId.DEX; return true; + case "CON": id = AbilityId.CON; return true; + case "INT": id = AbilityId.INT; return true; + case "WIS": id = AbilityId.WIS; return true; + case "CHA": id = AbilityId.CHA; return true; + default: id = AbilityId.STR; return false; + } + } + + private static string SkillToJsonName(SkillId s) => s switch + { + SkillId.Acrobatics => "acrobatics", + SkillId.AnimalHandling => "animal_handling", + SkillId.Arcana => "arcana", + SkillId.Athletics => "athletics", + SkillId.Deception => "deception", + SkillId.History => "history", + SkillId.Insight => "insight", + SkillId.Intimidation => "intimidation", + SkillId.Investigation => "investigation", + SkillId.Medicine => "medicine", + SkillId.Nature => "nature", + SkillId.Perception => "perception", + SkillId.Performance => "performance", + SkillId.Persuasion => "persuasion", + SkillId.Religion => "religion", + SkillId.SleightOfHand => "sleight_of_hand", + SkillId.Stealth => "stealth", + SkillId.Survival => "survival", + _ => s.ToString().ToLowerInvariant(), + }; + + // ── Stat-rolling ──────────────────────────────────────────────────── + + /// + /// Roll 4d6-drop-lowest six times, returning a fresh + /// in (STR, DEX, CON, INT, WIS, CHA) order. Player assigns afterward. + /// + /// Seed: + /// worldSeed ^ C.RNG_STAT_ROLL ^ msSinceGameStart + /// where is wall-clock ms since process + /// launch in production, or a fixed test override for reproducibility. + /// + public static AbilityScores RollAbilityScores(ulong worldSeed, ulong msSinceGameStart) + { + var rng = SeededRng.ForSubsystem(worldSeed, C.RNG_STAT_ROLL ^ msSinceGameStart); + int[] r = new int[6]; + for (int i = 0; i < 6; i++) r[i] = Roll4d6DropLowest(rng); + return new AbilityScores(r[0], r[1], r[2], r[3], r[4], r[5]); + } + + /// 4d6, drop the lowest; returns 3..18. + public static int Roll4d6DropLowest(SeededRng rng) + { + int d1 = (int)(rng.NextUInt64() % 6) + 1; + int d2 = (int)(rng.NextUInt64() % 6) + 1; + int d3 = (int)(rng.NextUInt64() % 6) + 1; + int d4 = (int)(rng.NextUInt64() % 6) + 1; + int low = Math.Min(d1, Math.Min(d2, Math.Min(d3, d4))); + return d1 + d2 + d3 + d4 - low; + } +} diff --git a/Theriapolis.Core/Rules/Character/HybridDetriments.cs b/Theriapolis.Core/Rules/Character/HybridDetriments.cs new file mode 100644 index 0000000..37d9773 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/HybridDetriments.cs @@ -0,0 +1,55 @@ +namespace Theriapolis.Core.Rules.Character; + +/// +/// Phase 6.5 M4 — universal Hybrid detriments, applied automatically to +/// every -bearing character per +/// theriapolis-rpg-clades.md HYBRID ORIGIN section. +/// +/// The four detriments are *invariant rules*, not authored content — +/// they don't vary per hybrid character — so they ship as code constants +/// rather than a JSON content block. (Plan §3.1's "HybridDetrimentsDef +/// loader" is documented as deviation: code constants are simpler and +/// match the design's universality.) +/// +/// 1. — WIS save DC 10 imposed on the +/// first NPC interaction; failure → disadvantage on first CHA check. +/// 2. — disadvantage on +/// nonverbal CHA checks with purebred NPCs. +/// 3. — -2 to first CHA check +/// with strangers in non-progressive settlements. +/// 4. — healing from +/// potions / Field Repair / Lay on Paws scaled by 0.75. +/// +public static class HybridDetriments +{ + /// WIS save DC for Scent Dysphoria detection check. + public const int ScentDysphoriaSaveDc = 10; + + /// Magnitude of the Social Stigma first-CHA-check penalty (negative). + public const int SocialStigmaFirstCheckPenalty = -2; + + /// + /// Multiplier applied to healing received by a hybrid character. + /// 0.75 = three-quarters effective per clades.md; round down. + /// + public const float MedicalIncompatibilityMultiplier = 0.75f; + + /// True if Illegible Body Language imposes disadvantage on the given check. + public static bool IllegibleBodyLanguagePenalty => true; + + /// + /// Apply the Medical Incompatibility multiplier to a heal amount when + /// the recipient is a hybrid PC. Round down per clades.md. + /// Non-hybrid recipients pass through unchanged. + /// + public static int ScaleHealForHybrid(Character recipient, int rawHeal) + { + if (recipient.Hybrid is null) return rawHeal; + if (rawHeal <= 0) return rawHeal; + // Round down — clades.md says "function at 75% effectiveness (round + // down)". (int)(0.75 * 7) = 5; (int)(0.75 * 1) = 0 → clamp to 1 + // because "no heal" is mechanically harsher than "small heal". + int scaled = (int)(rawHeal * MedicalIncompatibilityMultiplier); + return System.Math.Max(1, scaled); + } +} diff --git a/Theriapolis.Core/Rules/Character/HybridState.cs b/Theriapolis.Core/Rules/Character/HybridState.cs new file mode 100644 index 0000000..4cad8a8 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/HybridState.cs @@ -0,0 +1,117 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Phase 6.5 M4 — runtime state for a hybrid character. +/// +/// Hybrids are blended from two parent lineages: a Sire (paternal +/// lineage) and a Dam (maternal lineage), of two different clades. +/// One parent is — the lineage whose physical +/// expression is more visible; this drives Passing eligibility and which +/// clade the PC presents as for casual scent reads. +/// +/// The character's own gender is independent of which parent is sire or +/// dam — a male hybrid PC can have a wolf-folk dam and a coyote-folk +/// sire just as readily as the reverse. +/// +/// Per theriapolis-rpg-clades.md HYBRID ORIGIN: blend ability mods +/// (one from each parent clade), traits (2 from dominant + 1 from +/// secondary), and inherit *all* universal hybrid detriments — Scent +/// Dysphoria, Illegible Body Language, Social Stigma, Medical +/// Incompatibility (handled by ). +/// +/// is toggle-able mid-game; when set, the PC +/// presents as the dominant lineage's clade. Detection by NPCs (Phase 6.5 +/// M5) is per-NPC and permanent once revealed. +/// +public sealed class HybridState +{ + /// Sire (paternal-lineage) clade id, e.g. "canidae". + public string SireClade { get; init; } = ""; + + /// Sire (paternal-lineage) species id, e.g. "wolf". + public string SireSpecies { get; init; } = ""; + + /// Dam (maternal-lineage) clade id, e.g. "leporidae". + public string DamClade { get; init; } = ""; + + /// Dam (maternal-lineage) species id, e.g. "rabbit". + public string DamSpecies { get; init; } = ""; + + /// + /// Which parent's expression is dominant. Drives Passing presentation + /// (the PC scent-reads as this parent's clade) and the trait-split: + /// 2 Clade traits from the dominant parent, 1 from the secondary. + /// + public ParentLineage DominantParent { get; init; } + + /// + /// True when the PC is actively trying to pass as their dominant + /// parent's clade. Toggles on the character sheet; consulted by + /// Phase 6.5 M5 passing-detection rolls. + /// + public bool PassingActive { get; set; } + + /// + /// Phase 6.5 M5 — currently-active scent mask tier (if any). The mask + /// suppresses scent-based detection per its tier. Phase 6.5 M5 ships + /// the static tier flag; Phase 8's clock model adds time-based + /// expiry alongside daily wear. + /// + public ScentMaskTier ActiveMaskTier { get; set; } = ScentMaskTier.None; + + /// + /// NPC ids who have personally detected this PC is hybrid. Permanent + /// once added — disabling Passing later doesn't undo the discovery + /// for that specific NPC. Phase 6.5 M5 populates this; M4 reserves it + /// in the schema so save round-trip works pre- and post-M5. + /// + public HashSet NpcsWhoKnow { get; } = new(); + + /// + /// Convenience: which clade the PC presents as for casual scent reads + /// (used by Phase 6.5 M5 passing logic and Phase 7 dialogue gates). + /// Returns the dominant parent's clade id. + /// + public string PresentingCladeId => + DominantParent == ParentLineage.Sire ? SireClade : DamClade; + + /// + /// Convenience: which species the PC presents as. Same logic as + /// . + /// + public string PresentingSpeciesId => + DominantParent == ParentLineage.Sire ? SireSpecies : DamSpecies; +} + +/// +/// Phase 6.5 M4 — which parent in a hybrid PC's lineage is the +/// dominant/secondary expression. Sire = paternal lineage, Dam = maternal +/// lineage; the choice is OOC (no gender semantics for the character +/// themselves, just for the parents' lineages). +/// +public enum ParentLineage : byte +{ + Sire = 0, + Dam = 1, +} + +/// +/// Phase 6.5 M5 — scent-mask tier suppressing hybrid detection. Maps to +/// the consumable items in items.json: +/// None — no mask active +/// Basic — scent_mask_basic; advantage on PC Deception roll +/// Military — scent_mask_military; auto-suppresses scent detection +/// DeepCover — scent_mask_deep_cover; auto-suppresses, even Superior Scent +/// +/// Per the Phase 6.5 plan §4.7. Phase 8's clock + rest model adds +/// time-based expiry; M5 carries the tier as static state. +/// +public enum ScentMaskTier : byte +{ + None = 0, + Basic = 1, + Military = 2, + DeepCover = 3, +} diff --git a/Theriapolis.Core/Rules/Character/LevelUpFlow.cs b/Theriapolis.Core/Rules/Character/LevelUpFlow.cs new file mode 100644 index 0000000..5603cbf --- /dev/null +++ b/Theriapolis.Core/Rules/Character/LevelUpFlow.cs @@ -0,0 +1,107 @@ +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Phase 6.5 M0 — the level-up flow. +/// +/// is a pure function: given a character, a target +/// level, and a deterministic seed, it produces a +/// describing what the level-up *would* do without mutating anything. The +/// level-up screen previews this; +/// commits it. +/// +/// Determinism: seed = worldSeed ^ characterCreationMs ^ RNG_LEVELUP ^ targetLevel. +/// Same seed → same HP roll, same feature list, same ASI/subclass slots open. +/// Save mid-flow → load → re-compute produces byte-identical payload. +/// +public static class LevelUpFlow +{ + /// + /// True when the character has accumulated enough XP to level up. + /// Wraps the threshold check. + /// + public static bool CanLevelUp(Character character) + { + if (character.Level >= C.CHARACTER_LEVEL_MAX) return false; + return character.Xp >= XpTable.XpRequiredForNextLevel(character.Level); + } + + /// + /// Compute (but do not apply) the level-up payload for advancing + /// to . + /// Caller is expected to validate targetLevel == character.Level + 1; + /// no in-method assertion so unit tests can roll forward without mutation. + /// + /// determines HP roll outcome when the player + /// chooses to roll instead of take average. Seeded callers should pass + /// worldSeed ^ characterCreationMs ^ C.RNG_LEVELUP ^ (ulong)targetLevel. + /// + /// is the content resolver's subclass + /// dictionary; when non-null and the character has a chosen subclass, + /// the result's + /// is populated. Phase 6.5 M0 callers (and tests without content) pass + /// null, which yields an empty subclass-feature list. + /// + public static LevelUpResult Compute( + Character character, + int targetLevel, + ulong seed, + bool takeAverage = true, + IReadOnlyDictionary? subclasses = null) + { + var classDef = character.ClassDef; + int conMod = character.Abilities.ModFor(AbilityId.CON); + + int hitDie = classDef.HitDie; + int avgHp = (hitDie / 2) + 1; + int rollHp; + if (takeAverage) + { + rollHp = avgHp; + } + else + { + // Roll 1d{hitDie} from a fresh stream so the result is reproducible + // per-call. Use SeededRng to match Phase 5/6 RNG conventions. + var rng = new SeededRng(seed); + rollHp = (int)(rng.NextUInt64() % (uint)hitDie) + 1; + } + int hpGained = Math.Max(1, rollHp + conMod); + + // Class features at this level. The level-table indexes by Level + // (1-based); arrays are 0-based so look up at [level - 1]. + var classFeatures = Array.Empty(); + if (targetLevel >= 1 && targetLevel <= classDef.LevelTable.Length) + { + var entry = classDef.LevelTable[targetLevel - 1]; + classFeatures = entry.Features ?? Array.Empty(); + } + + // Phase 6.5 M2 — resolve subclass features from the chosen subclass + // (post-L3). When `subclasses` is null (M0 callers / tests without + // content), no subclass features are unlocked. + string[] subclassFeatures = subclasses is not null && !string.IsNullOrEmpty(character.SubclassId) + ? SubclassResolver.UnlockedFeaturesAt(subclasses, character.SubclassId, targetLevel) + : Array.Empty(); + + bool grantsSubclass = targetLevel == C.SUBCLASS_SELECTION_LEVEL + && string.IsNullOrEmpty(character.SubclassId) + && classDef.SubclassIds.Length > 0; + bool grantsAsi = Array.IndexOf(C.ASI_LEVELS, targetLevel) >= 0; + + return new LevelUpResult + { + NewLevel = targetLevel, + HpGained = hpGained, + HpHitDieResult = rollHp, + HpWasAveraged = takeAverage, + ClassFeaturesUnlocked = classFeatures, + SubclassFeaturesUnlocked = subclassFeatures, + GrantsSubclassChoice = grantsSubclass, + GrantsAsiChoice = grantsAsi, + NewProficiencyBonus = ProficiencyBonus.ForLevel(targetLevel), + }; + } +} diff --git a/Theriapolis.Core/Rules/Character/LevelUpResult.cs b/Theriapolis.Core/Rules/Character/LevelUpResult.cs new file mode 100644 index 0000000..aec53c9 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/LevelUpResult.cs @@ -0,0 +1,76 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Pure data describing the *deltas* a level-up produces. Phase 6.5 M0: +/// computes one of these from +/// (character, targetLevel, levelUpSeed); the player confirms; then +/// applies it. +/// +/// Splitting compute from apply keeps the level-up screen previewable +/// (the player sees the rolled HP and feature list before committing) and +/// makes mid-flight save/load deterministic — the same seed always produces +/// the same payload. +/// +public sealed class LevelUpResult +{ + /// The level being advanced *to*. After Apply, Character.Level == NewLevel. + public int NewLevel { get; init; } + + /// HP gained on this level-up. Already incorporates CON modifier. + public int HpGained { get; init; } + + /// Average-rounded-up HP value used (for "take average" path); rolled value used otherwise. + public int HpHitDieResult { get; init; } + + /// True if the player picked the "take average" option; false if rolled. + public bool HpWasAveraged { get; init; } + + /// Class feature ids unlocked at this level (per ). + public string[] ClassFeaturesUnlocked { get; init; } = Array.Empty(); + + /// + /// Subclass feature ids unlocked at this level (post-L3, when SubclassId + /// is set). Empty for pre-subclass and non-subclass-feature levels. + /// + public string[] SubclassFeaturesUnlocked { get; init; } = Array.Empty(); + + /// True if this level grants a subclass selection slot (level 3 by default). + public bool GrantsSubclassChoice { get; init; } + + /// True if this level grants an Ability Score Improvement choice (levels 4 / 8 / 12 / 16 / 19). + public bool GrantsAsiChoice { get; init; } + + /// The proficiency bonus *after* this level-up. + public int NewProficiencyBonus { get; init; } +} + +/// +/// The player's choices at level-up that need confirmation before +/// commits the deltas. Leave fields +/// null/empty when the corresponding slot isn't open at this level. +/// +public sealed class LevelUpChoices +{ + /// + /// At level 3 (or whatever + /// becomes), the player picks a subclass id. Must reference one of + /// character.ClassDef.SubclassIds. + /// + public string? SubclassId { get; set; } + + /// + /// At ASI levels (), the player picks ability + /// score improvements. Either: + /// - one ability +2 (cap at ) + /// - two abilities +1 each (each cap at ) + /// + public Dictionary AsiAdjustments { get; set; } = new(); + + /// + /// True if the player picked "take average HP" instead of "roll". + /// Default is "average" — predictable, avoids the dump-stat-roll problem. + /// + public bool TakeAverageHp { get; set; } = true; +} diff --git a/Theriapolis.Core/Rules/Character/PassingCheck.cs b/Theriapolis.Core/Rules/Character/PassingCheck.cs new file mode 100644 index 0000000..385cce0 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/PassingCheck.cs @@ -0,0 +1,213 @@ +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Phase 6.5 M5 — hybrid passing detection. +/// +/// When a hybrid PC (with = true) +/// interacts with an NPC who has a scent-detection capability (Canid clade +/// "Superior Scent" or any Scent-Broker class), the NPC rolls a WIS save +/// at against the PC's CHA Deception +/// counter-roll. +/// +/// Outcomes: +/// — PC remains hidden; treated as presenting clade. +/// — NPC sees through the cover; their bias +/// profile's HybridBias applies from now on. +/// +/// Once detected by a specific NPC, the flag is permanent for that NPC +/// (per theriapolis-rpg-clades.md "Optional: Passing"). Other NPCs +/// roll independently — no per-settlement propagation in M5 (Phase 8 +/// scent simulation may extend). +/// +public static class PassingCheck +{ + /// + /// Roll detection for one NPC × PC interaction. Determinism: + /// seed = worldSeed ^ C.RNG_PASSING ^ npcId ^ encounterIdx. + /// Same seed → same outcome; mid-game saves resume identically. + /// + /// is consulted upfront — if the NPC + /// already detected this PC in a prior interaction, the result is + /// with no fresh roll. The + /// caller writes the "knows_hybrid" tag into the NPC's + /// on first detection. + /// + public static DetectionResult Roll( + Character pc, + NpcActor npc, + ICollection npcMemoryFlags, + ulong seed) + { + // Non-hybrids never trigger detection. + if (pc.Hybrid is null) return DetectionResult.NotApplicable; + + // Already detected? Permanent for this NPC. + if (npcMemoryFlags.Contains("knows_hybrid")) + return DetectionResult.PreviouslyDetected; + + // Not actively passing? The PC isn't trying to hide; detection + // happens trivially. Marks the NPC as knowing. + if (!pc.Hybrid.PassingActive) + return DetectionResult.NotPassing; + + // Deep-cover scent mask suppresses all detection — even Superior Scent. + if (pc.Hybrid.ActiveMaskTier == ScentMaskTier.DeepCover) + return DetectionResult.MaskSuppressed; + + // Military mask: auto-suppress for non-Canid NPCs; Canids still roll + // (Superior Scent overrides anything below deep cover). + bool npcHasSuperiorScent = NpcHasSuperiorScent(npc); + if (pc.Hybrid.ActiveMaskTier == ScentMaskTier.Military && !npcHasSuperiorScent) + return DetectionResult.MaskSuppressed; + + // The detection mechanic: NPC WIS save vs the PC's CHA Deception + // counter-roll. NPCs without scent capability never detect. + if (!CanNpcDetectScent(npc)) return DetectionResult.NoCapability; + + var rng = new SeededRng(seed); + // NPC rolls 1d20 + WIS mod against DC = pc Deception DC + (basic mask + // gives PC advantage, which we model as +5 to the DC the NPC must beat). + int npcWis = NpcWisMod(npc); + int npcRoll = (int)(rng.NextUInt64() % 20) + 1; + int npcTotal = npcRoll + npcWis; + + int pcCha = pc.Abilities.ModFor(AbilityId.CHA); + int pcProf = pc.ProficiencyBonus; + int pcDecRoll = (int)(rng.NextUInt64() % 20) + 1; + // Proficient in Deception? Add prof bonus; otherwise just CHA mod. + bool deceptionProf = pc.SkillProficiencies.Contains(SkillId.Deception); + int pcTotal = pcDecRoll + pcCha + (deceptionProf ? pcProf : 0); + + // Basic mask shifts the contest in PC's favour (advantage = +5 + // approximation for a single non-rerolled compare). + if (pc.Hybrid.ActiveMaskTier == ScentMaskTier.Basic) pcTotal += 5; + + // NPC must meet or exceed the DC AND beat the PC's deception + // contest to detect. (Either failing means PC stays hidden.) + bool npcMeetsDc = npcTotal >= C.HYBRID_DETECTION_DC; + bool pcBeatsCheck = pcTotal >= C.HYBRID_DECEPTION_DC; + bool detected = npcMeetsDc && !pcBeatsCheck; + + return detected ? DetectionResult.Detected : DetectionResult.Pass; + } + + /// + /// True for NPCs who have *any* scent-reading capability. Phase 6.5 M5: + /// canid-clade NPCs (Superior Scent) and scent-broker-flavoured roles. + /// Generic / non-canid / non-scent-broker NPCs never roll detection. + /// + public static bool CanNpcDetectScent(NpcActor npc) + { + if (NpcHasSuperiorScent(npc)) return true; + // Phase 6.5 M5 simplification: non-canid NPCs don't detect by + // default. A Phase 8 scent-broker NPC role could extend this with + // a tag check on `npc.Resident?.Traits` — out of scope for M5. + return false; + } + + /// True if the NPC's clade is Canid (granting Superior Scent). + public static bool NpcHasSuperiorScent(NpcActor npc) + { + string? clade = npc.Resident?.Clade; + return string.Equals(clade, "canidae", System.StringComparison.OrdinalIgnoreCase); + } + + /// NPC's WIS modifier — derived from template if present, otherwise default 0. + private static int NpcWisMod(NpcActor npc) + { + if (npc.Template is null) return 0; + // Templates store ability scores as a string-keyed dict on the def. + return npc.Template.AbilityScores.TryGetValue("WIS", out int wis) + ? AbilityScores.Mod(wis) + : 0; + } + + /// + /// Convenience: roll detection AND apply side effects on a positive + /// outcome. Writes the "knows_hybrid" memory tag to the NPC's + /// , mirrors the discovery in + /// , and appends a + /// event to the ledger. + /// + /// Returns the same the underlying + /// produced. Call sites that want to inspect the + /// outcome before applying side effects can use + /// directly; this helper is the common-case one-liner. + /// + public static DetectionResult RollAndApply( + Character pc, + NpcActor npc, + Reputation.PlayerReputation rep, + long worldClockSeconds, + ulong seed) + { + if (pc.Hybrid is null) return DetectionResult.NotApplicable; + + // Pull (or seed) the personal-disposition record so the roll sees + // the existing memory state. + var personal = string.IsNullOrEmpty(npc.RoleTag) + ? null + : rep.PersonalFor(npc.RoleTag); + var memoryFlags = (ICollection?)personal?.Memory ?? new HashSet(); + + var result = Roll(pc, npc, memoryFlags, seed); + + if (result == DetectionResult.Detected || result == DetectionResult.NotPassing) + { + // Write the detection through to all the places that care. + pc.Hybrid.NpcsWhoKnow.Add(npc.Id); + personal?.Memory.Add("knows_hybrid"); + + // Log a per-NPC HybridDetected event. Personal-only — no + // faction propagation in M5 (Phase 8 scent simulation can + // extend). Magnitude is 0 because the *bias* shift is + // applied via the bias-profile lookup in EffectiveDisposition, + // not via the personal-disposition delta. + var ev = new Reputation.RepEvent + { + Kind = Reputation.RepEventKind.HybridDetected, + RoleTag = npc.RoleTag ?? "", + Magnitude = 0, + Note = $"detected hybrid ({pc.Hybrid.SireClade}/{pc.Hybrid.DamClade})", + TimestampSeconds = worldClockSeconds, + }; + rep.Ledger.Append(ev); + personal?.Apply(ev); + } + + return result; + } +} + +/// +/// Phase 6.5 M5 — outcome of one detection roll. The caller (typically the +/// dialogue runner) inspects this to apply the appropriate side effects. +/// +public enum DetectionResult : byte +{ + /// PC is not a hybrid; no detection mechanic applies. + NotApplicable, + + /// Hybrid detected on a prior interaction; flag still set. + PreviouslyDetected, + + /// PC is hybrid but not actively passing — no roll, NPC knows immediately. + NotPassing, + + /// NPC lacks scent-reading capability; passing automatic. + NoCapability, + + /// Active scent mask blocked detection without a roll. + MaskSuppressed, + + /// Detection roll succeeded; NPC sees through the cover. + Detected, + + /// Detection roll failed; PC remains hidden in this interaction. + Pass, +} diff --git a/Theriapolis.Core/Rules/Character/SubclassResolver.cs b/Theriapolis.Core/Rules/Character/SubclassResolver.cs new file mode 100644 index 0000000..57ce975 --- /dev/null +++ b/Theriapolis.Core/Rules/Character/SubclassResolver.cs @@ -0,0 +1,70 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.Rules.Character; + +/// +/// Phase 6.5 M2 — given a character's + a chosen +/// subclassId, look up the subclass-feature ids unlocked at a +/// specific level. Used by to populate +/// . +/// +/// The resolver does NOT mutate state — it's a pure lookup. The +/// takes the resulting feature ids and +/// applies their mechanical effects at combat-resolution time. +/// +public static class SubclassResolver +{ + /// + /// Look up a subclass def by id from a content collection. Returns + /// null if the id is empty or unknown — callers should treat that as + /// "no subclass picked yet" (pre-L3) or "subclass content missing" + /// (data error, log it). + /// + public static SubclassDef? TryFindSubclass( + IReadOnlyDictionary subclasses, + string? subclassId) + { + if (string.IsNullOrEmpty(subclassId)) return null; + return subclasses.TryGetValue(subclassId, out var def) ? def : null; + } + + /// + /// Feature ids unlocked by the chosen subclass at . + /// Returns an empty array if no subclass is picked, the subclass def is + /// missing, or the level has no entry in . + /// + public static string[] UnlockedFeaturesAt( + IReadOnlyDictionary subclasses, + string? subclassId, + int level) + { + var def = TryFindSubclass(subclasses, subclassId); + if (def is null) return Array.Empty(); + foreach (var entry in def.LevelFeatures) + if (entry.Level == level) + return entry.Features ?? Array.Empty(); + return Array.Empty(); + } + + /// + /// Resolve a feature description (for display in the level-up screen + /// and combat HUD tooltips). Looks first in the subclass's + /// , then falls through to + /// the parent class's + /// (in case the feature id is + /// shared — e.g. asi, extra_attack). Returns null if neither + /// has it. + /// + public static ClassFeatureDef? ResolveFeatureDef( + ClassDef classDef, + SubclassDef? subclass, + string featureId) + { + if (subclass is not null + && subclass.FeatureDefinitions.TryGetValue(featureId, out var sdef)) + return sdef; + if (classDef.FeatureDefinitions.TryGetValue(featureId, out var cdef)) + return cdef; + return null; + } +} diff --git a/Theriapolis.Core/Rules/Combat/AttackOption.cs b/Theriapolis.Core/Rules/Combat/AttackOption.cs new file mode 100644 index 0000000..8f6958a --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/AttackOption.cs @@ -0,0 +1,27 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// One attack a combatant can attempt — a weapon, a natural attack, or an +/// NPC stat-block entry. Built once at combat-start; the resolver rolls +/// against it. Distinct from , which is the +/// per-attempt struct that bakes in attacker/defender/situation. +/// +public sealed record AttackOption +{ + public string Name { get; init; } = ""; + /// Total +N to add to the d20 attack roll. + public int ToHitBonus { get; init; } + public DamageRoll Damage { get; init; } = new(0, 0, 0, DamageType.Bludgeoning); + /// Reach in tactical tiles. 1 = 5 ft. melee; 2 = 10 ft. polearm or Large reach. + public int ReachTiles { get; init; } = 1; + /// Short-range tiles for ranged attacks (0 = melee-only). + public int RangeShortTiles { get; init; } = 0; + /// Long-range tiles (disadvantage past short, can't fire past long). + public int RangeLongTiles { get; init; } = 0; + /// Crit-range threshold (default 20; razored weapons crit on 19+). + public int CritOnNatural { get; init; } = 20; + + public bool IsRanged => RangeShortTiles > 0; +} diff --git a/Theriapolis.Core/Rules/Combat/AttackResult.cs b/Theriapolis.Core/Rules/Combat/AttackResult.cs new file mode 100644 index 0000000..4b79a30 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/AttackResult.cs @@ -0,0 +1,30 @@ +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Outcome of a single call. Captures +/// every dice value for log reconstruction and test assertions. +/// +public sealed record AttackResult +{ + public required int AttackerId { get; init; } + public required int TargetId { get; init; } + public required string AttackName { get; init; } + public required int D20Roll { get; init; } // the kept d20 (post advantage/disadvantage) + public int? D20Other { get; init; } // the other d20 when adv/disadv was rolled + public required int ToHitBonus { get; init; } + public required int AttackTotal { get; init; } // D20Roll + ToHitBonus + public required int TargetAc { get; init; } // includes cover + public required bool Hit { get; init; } + public required bool Crit { get; init; } + public required int DamageRolled { get; init; } // 0 if missed + public required int TargetHpAfter { get; init; } + public required SituationFlags Situation { get; init; } + + public string FormatLog(string attackerName, string targetName) + { + if (!Hit) + return $"{attackerName} → {targetName}: miss ({AttackName} {AttackTotal} vs AC {TargetAc})"; + string critTag = Crit ? " [CRIT]" : ""; + return $"{attackerName} → {targetName}: {DamageRolled} dmg ({AttackName} {AttackTotal} vs AC {TargetAc}){critTag} → HP {TargetHpAfter}"; + } +} diff --git a/Theriapolis.Core/Rules/Combat/CombatLogEntry.cs b/Theriapolis.Core/Rules/Combat/CombatLogEntry.cs new file mode 100644 index 0000000..09d7c0c --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/CombatLogEntry.cs @@ -0,0 +1,29 @@ +namespace Theriapolis.Core.Rules.Combat; + +/// +/// One human-readable line in the encounter log. Combat-resolver actions +/// (attacks, saves, conditions, deaths) each emit one of these so test +/// scenarios can assert on the log content as a whole. +/// +public sealed record CombatLogEntry +{ + public enum Kind : byte + { + Note = 0, // generic flavour line ("Round 1 begins.") + Attack = 1, + Save = 2, + Damage = 3, // direct damage that wasn't an attack roll + ConditionApplied = 4, + ConditionEnded = 5, + Death = 6, + Initiative = 7, + TurnStart = 8, + Move = 9, + EncounterEnd = 10, + } + + public required int Round { get; init; } + public required int Turn { get; init; } + public required Kind Type { get; init; } + public required string Message { get; init; } +} diff --git a/Theriapolis.Core/Rules/Combat/Combatant.cs b/Theriapolis.Core/Rules/Combat/Combatant.cs new file mode 100644 index 0000000..fe73343 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/Combatant.cs @@ -0,0 +1,319 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +// NOTE: deliberately NOT importing Theriapolis.Core.Rules.Character because +// the namespace name collides with the Character class inside it. Fully +// qualify Character; use Allegiance via Rules.Character.Allegiance below. +using Allegiance = Theriapolis.Core.Rules.Character.Allegiance; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Runtime adapter the resolver works with. Wraps either a +/// (player + future allies) or an +/// (NPCs spawned from chunk lists). Carries +/// the mutable per-encounter state — HP, position, conditions — so the +/// source records aren't touched until the encounter ends and results +/// are written back. +/// +public sealed class Combatant +{ + public int Id { get; } + public string Name { get; } + public Allegiance Allegiance { get; } + public SizeCategory Size { get; } + public AbilityScores Abilities { get; } + public int ProficiencyBonus { get; } + public int ArmorClass { get; } + public int MaxHp { get; } + public int SpeedFt { get; } + public int InitiativeBonus { get; } + public IReadOnlyList AttackOptions { get; } + + /// Source if built from one (player or ally). Null for NPC-template combatants. + public Theriapolis.Core.Rules.Character.Character? SourceCharacter { get; } + /// Source if built from one. Null for character combatants. + public NpcTemplateDef? SourceTemplate { get; } + + // ── Mutable per-encounter state ─────────────────────────────────────── + public int CurrentHp { get; set; } + public Vec2 Position { get; set; } + public HashSet Conditions { get; } = new(); + /// Phase 5 M6: present only on player combatants while at 0 HP. Tracks the death-save loop. + public DeathSaveTracker? DeathSaves { get; set; } + + // ── Phase 5 M6: per-encounter feature flags ────────────────────────── + /// True while Feral Rage is active. Bonus action toggle. + public bool RageActive { get; set; } + /// True while Bulwark Sentinel Stance is active. Halves speed; +2 AC. + public bool SentinelStanceActive { get; set; } + /// Set when Sneak Attack damage has fired this turn — once-per-turn limit. + public bool SneakAttackUsedThisTurn { get; set; } + + // ── Phase 6.5 M1: per-encounter feature state ─────────────────────── + /// + /// Pending Vocalization-Dice inspiration die granted by a Muzzle-Speaker. + /// 0 = none. When non-zero, the next attack/check/save this combatant + /// rolls adds 1d<value> to the result; the field then resets to 0. + /// Sides match the Vocalization Dice ladder: 6 / 8 / 10 / 12. + /// + public int InspirationDieSides { get; set; } + + // ── Phase 6.5 M2: subclass-feature per-encounter state ─────────────── + /// + /// Phase 6.5 M2 — Pack-Forged "Packmate's Howl" mark. Set on the target + /// when a Pack-Forged Fangsworn lands a melee hit; the next attack by + /// any *ally* of the Pack-Forged on this target gains advantage. The + /// mark expires when the marker's turn comes around again — tracked + /// here as the round number the mark was placed; resolver checks + /// currentRound == HowlMarkRound + 0 (current round) or + /// currentRound == HowlMarkRound + 1 (next round, before + /// marker's turn). Cleared on consume. + /// + public int? HowlMarkRound { get; set; } + /// The Pack-Forged combatant id that placed the howl mark. + public int? HowlMarkBy { get; set; } + + /// + /// Phase 6.5 M2 — Blood Memory "Predatory Surge" trigger. Set when this + /// raging Feral kills a creature with a melee attack; consumed by the + /// HUD on the next bonus-action prompt (free extra melee attack). + /// + public bool PredatorySurgePending { get; set; } + + // ── Phase 6.5 M3: Covenant Authority oath mark ─────────────────────── + /// + /// Round number when an oath was placed on this combatant (Covenant- + /// Keeper Covenant's Authority). While the mark is live, the combatant + /// suffers -2 to attack rolls vs. its marker. Expires 10 rounds after + /// placement (= 1 minute in d20 round time). + /// + public int? OathMarkRound { get; set; } + + /// The Covenant-Keeper combatant id who placed the oath mark. + public int? OathMarkBy { get; set; } + + // ── Phase 7 M0: subclass per-turn / per-encounter flags ────────────── + /// + /// Phase 7 M0 — Stampede-Heart "Trampling Charge". Set when this turn's + /// first melee attack adds the +1d8 bludgeoning bonus; prevents the + /// bonus from firing twice in one turn. Resets at turn start. + /// + public bool TramplingChargeUsedThisTurn { get; set; } + + /// + /// Phase 7 M0 — Ambush-Artist "Opening Strike". Set after the + /// first melee attack in this encounter consumes the +2d6 bonus; the + /// bonus only fires once per encounter. Lasts the encounter + /// (no per-turn reset). + /// + public bool OpeningStrikeUsed { get; set; } + + /// Reset per-turn flags. Called by Encounter.EndTurn for the incoming actor. + public void OnTurnStart() + { + SneakAttackUsedThisTurn = false; + TramplingChargeUsedThisTurn = false; + } + + /// True once HP ≤ 0. NPC-template combatants are removed from initiative; character combatants enter death-save mode. + public bool IsDown => CurrentHp <= 0; + /// True if either alive (HP > 0) or downed-but-not-dead (rolling death saves). + public bool IsAlive => !IsDown || (DeathSaves is not null && !DeathSaves.Dead); + + private Combatant( + int id, string name, Allegiance allegiance, + SizeCategory size, AbilityScores abilities, int profBonus, + int armorClass, int maxHp, int speedFt, int initiativeBonus, + IReadOnlyList attacks, + Theriapolis.Core.Rules.Character.Character? sourceCharacter, NpcTemplateDef? sourceTemplate, + Vec2 position) + { + Id = id; + Name = name; + Allegiance = allegiance; + Size = size; + Abilities = abilities; + ProficiencyBonus= profBonus; + ArmorClass = armorClass; + MaxHp = maxHp; + SpeedFt = speedFt; + InitiativeBonus = initiativeBonus; + AttackOptions = attacks; + SourceCharacter = sourceCharacter; + SourceTemplate = sourceTemplate; + CurrentHp = maxHp; + Position = position; + } + + /// + /// Build a combatant from a . Pulls AC, HP, and + /// the primary attack from equipped MainHand (or unarmed strike if none). + /// + public static Combatant FromCharacter(Theriapolis.Core.Rules.Character.Character c, int id, Vec2 position) + { + int ac = DerivedStats.ArmorClass(c); + int speed = DerivedStats.SpeedFt(c); + int initBonus = DerivedStats.Initiative(c); + var attacks = BuildCharacterAttacks(c); + return new Combatant( + id, c.Background?.Name is { Length: > 0 } ? $"PC-{id}" : $"PC-{id}", + c.SourceCharacterAllegiance(), c.Size, c.Abilities, c.ProficiencyBonus, + ac, c.MaxHp, speed, initBonus, attacks, + sourceCharacter: c, sourceTemplate: null, position: position); + } + + /// + /// Build a combatant from a with an explicit + /// display name (typically the player's chosen name). + /// + public static Combatant FromCharacter(Theriapolis.Core.Rules.Character.Character c, int id, string name, Vec2 position, Allegiance allegiance) + { + int ac = DerivedStats.ArmorClass(c); + int speed = DerivedStats.SpeedFt(c); + int initBonus = DerivedStats.Initiative(c); + var attacks = BuildCharacterAttacks(c); + return new Combatant( + id, name, allegiance, c.Size, c.Abilities, c.ProficiencyBonus, + ac, c.MaxHp, speed, initBonus, attacks, + sourceCharacter: c, sourceTemplate: null, position: position); + } + + /// + /// Build a combatant from an NPC template. AC and HP come straight from + /// the template; attacks are mapped 1:1 from . + /// + public static Combatant FromNpcTemplate(NpcTemplateDef def, int id, Vec2 position) + { + var size = SizeExtensions.FromJson(def.Size); + var abilities = new AbilityScores( + Score(def.AbilityScores, "STR", 10), + Score(def.AbilityScores, "DEX", 10), + Score(def.AbilityScores, "CON", 10), + Score(def.AbilityScores, "INT", 10), + Score(def.AbilityScores, "WIS", 10), + Score(def.AbilityScores, "CHA", 10)); + // NPC profs default to +2 (CR ≤ 4 baseline). + const int npcProf = 2; + int initBonus = AbilityScores.Mod(abilities.DEX); + var attacks = new List(def.Attacks.Length); + foreach (var atk in def.Attacks) attacks.Add(BuildNpcAttack(atk)); + // 5 ft. = 1 tactical tile; convert NPC speed_ft to tiles. + int speedFt = def.SpeedFt; + var allegiance = Theriapolis.Core.Rules.Character.AllegianceExtensions.FromJson(def.DefaultAllegiance); + return new Combatant( + id, def.Name, allegiance, size, abilities, npcProf, + armorClass: def.Ac, maxHp: def.Hp, speedFt: speedFt, initiativeBonus: initBonus, + attacks: attacks, + sourceCharacter: null, sourceTemplate: def, position: position); + } + + /// Distance to another combatant in tactical tiles, edge-to-edge Chebyshev. + public int DistanceTo(Combatant other) => ReachAndCover.EdgeToEdgeChebyshev(this, other); + + private static int Score(IReadOnlyDictionary dict, string key, int fallback) + => dict.TryGetValue(key, out int v) ? v : fallback; + + /// Builds the attack option list for a character: equipped weapon if any, else an unarmed strike. + private static List BuildCharacterAttacks(Theriapolis.Core.Rules.Character.Character c) + { + var list = new List(); + var main = c.Inventory.GetEquipped(EquipSlot.MainHand); + if (main is not null && string.Equals(main.Def.Kind, "weapon", System.StringComparison.OrdinalIgnoreCase)) + { + list.Add(BuildWeaponAttack(c, main.Def)); + } + else + { + list.Add(BuildUnarmedStrike(c)); + } + return list; + } + + private static AttackOption BuildWeaponAttack(Theriapolis.Core.Rules.Character.Character c, ItemDef weapon) + { + // Finesse weapons use the higher of STR/DEX; ranged weapons use DEX. + bool isFinesse = HasProperty(weapon, "finesse"); + bool isRanged = weapon.RangeShortTiles > 0 || HasProperty(weapon, "ammunition") || HasProperty(weapon, "thrown"); + AbilityId abil = isRanged + ? AbilityId.DEX + : (isFinesse + ? (c.Abilities.ModFor(AbilityId.STR) >= c.Abilities.ModFor(AbilityId.DEX) + ? AbilityId.STR : AbilityId.DEX) + : AbilityId.STR); + int abilMod = c.Abilities.ModFor(abil); + // Proficiency: assume the character is proficient with all weapons their class lists. + // For Phase 5 M4 we apply proficiency unconditionally (every combat-touching class + // is proficient with their starting weapon). Wrong-proficiency disadvantage lands in M6. + int toHit = c.ProficiencyBonus + abilMod; + + var damage = DamageRoll.Parse( + string.IsNullOrEmpty(weapon.Damage) ? "1d4" : weapon.Damage, + string.IsNullOrEmpty(weapon.DamageType) + ? DamageType.Bludgeoning + : DamageTypeExtensions.FromJson(weapon.DamageType)); + damage = damage with { FlatMod = damage.FlatMod + abilMod }; + + int reach = weapon.ReachTiles > 0 ? weapon.ReachTiles : c.Size.DefaultReachTiles(); + + return new AttackOption + { + Name = weapon.Name, + ToHitBonus = toHit, + Damage = damage, + ReachTiles = isRanged ? 0 : reach, + RangeShortTiles = isRanged ? (weapon.RangeShortTiles > 0 ? weapon.RangeShortTiles : 6) : 0, + RangeLongTiles = isRanged ? (weapon.RangeLongTiles > 0 ? weapon.RangeLongTiles : 24) : 0, + CritOnNatural = 20, + }; + } + + private static AttackOption BuildUnarmedStrike(Theriapolis.Core.Rules.Character.Character c) + { + int strMod = c.Abilities.ModFor(AbilityId.STR); + int toHit = c.ProficiencyBonus + strMod; + return new AttackOption + { + Name = "Unarmed Strike", + ToHitBonus = toHit, + Damage = new DamageRoll(0, 0, System.Math.Max(1, 1 + strMod), DamageType.Bludgeoning), + ReachTiles = c.Size.DefaultReachTiles(), + CritOnNatural = 20, + }; + } + + private static AttackOption BuildNpcAttack(NpcAttack atk) + { + var dmg = DamageRoll.Parse( + string.IsNullOrEmpty(atk.Damage) ? "1d4" : atk.Damage, + string.IsNullOrEmpty(atk.DamageType) + ? DamageType.Bludgeoning + : DamageTypeExtensions.FromJson(atk.DamageType)); + return new AttackOption + { + Name = atk.Name, + ToHitBonus = atk.ToHit, + Damage = dmg, + ReachTiles = atk.ReachTiles > 0 ? atk.ReachTiles : 1, + RangeShortTiles = atk.RangeShortTiles, + RangeLongTiles = atk.RangeLongTiles, + CritOnNatural = 20, + }; + } + + private static bool HasProperty(ItemDef def, string prop) + { + foreach (var p in def.Properties) + if (string.Equals(p, prop, System.StringComparison.OrdinalIgnoreCase)) + return true; + return false; + } +} + +/// Convenience extension so callers needn't know whether a Character has Allegiance attached. +internal static class CharacterCombatExtensions +{ + public static Allegiance SourceCharacterAllegiance(this Theriapolis.Core.Rules.Character.Character _) + => Allegiance.Player; +} diff --git a/Theriapolis.Core/Rules/Combat/DamageRoll.cs b/Theriapolis.Core/Rules/Combat/DamageRoll.cs new file mode 100644 index 0000000..2a62eff --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/DamageRoll.cs @@ -0,0 +1,100 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Parsed damage expression: NdM+B where N = dice count, M = die +/// sides, B = flat modifier (can be negative). Examples: "1d6", "2d8+2", +/// "1d4-1". takes a function that returns 1..M for each +/// dice and aggregates with the flat modifier. +/// +public sealed record DamageRoll(int DiceCount, int DiceSides, int FlatMod, DamageType DamageType) +{ + /// + /// Roll the damage dice. takes the die size + /// (e.g. 6) and returns 1..size. On crit, dice double per d20 rules + /// (the flat modifier does NOT double). + /// + public int Roll(System.Func rollDie, bool isCrit = false) + { + int diceToRoll = isCrit ? DiceCount * 2 : DiceCount; + int total = FlatMod; + for (int i = 0; i < diceToRoll; i++) + total += rollDie(DiceSides); + return System.Math.Max(0, total); + } + + /// Theoretical maximum (every die rolls its top face) + flat mod. + public int Max(bool isCrit = false) + { + int dice = isCrit ? DiceCount * 2 : DiceCount; + return dice * DiceSides + FlatMod; + } + + /// Theoretical minimum (every die rolls 1) + flat mod, clamped to 0. + public int Min(bool isCrit = false) + { + int dice = isCrit ? DiceCount * 2 : DiceCount; + return System.Math.Max(0, dice * 1 + FlatMod); + } + + public override string ToString() + { + string mod = FlatMod == 0 ? "" : (FlatMod > 0 ? $"+{FlatMod}" : $"{FlatMod}"); + return $"{DiceCount}d{DiceSides}{mod} {DamageType.ToString().ToLowerInvariant()}"; + } + + /// + /// Parses an expression like "1d6", "2d8+2", "1d4-1", "5" (flat 5), + /// or "0" (no damage). Whitespace is allowed. Throws on malformed input. + /// + public static DamageRoll Parse(string expr, DamageType damageType) + { + if (string.IsNullOrWhiteSpace(expr)) + throw new System.ArgumentException("Damage expression is empty", nameof(expr)); + + string s = expr.Replace(" ", "").ToLowerInvariant(); + int dIdx = s.IndexOf('d'); + if (dIdx < 0) + { + // No dice — pure flat (e.g. "5" or "-1"). + if (!int.TryParse(s, out int flat)) + throw new System.FormatException($"Cannot parse damage '{expr}' as flat int."); + return new DamageRoll(0, 0, flat, damageType); + } + + // Split into "" "d" "[modifier]" + string countStr = s.Substring(0, dIdx); + if (countStr.Length == 0) countStr = "1"; // "d6" → 1d6 + if (!int.TryParse(countStr, out int diceCount)) + throw new System.FormatException($"Bad dice count in '{expr}'"); + + string rest = s.Substring(dIdx + 1); + int signIdx = -1; + for (int i = 0; i < rest.Length; i++) + { + if (rest[i] == '+' || rest[i] == '-') { signIdx = i; break; } + } + + int sides; + int flatMod; + if (signIdx < 0) + { + if (!int.TryParse(rest, out sides)) + throw new System.FormatException($"Bad dice sides in '{expr}'"); + flatMod = 0; + } + else + { + if (!int.TryParse(rest.Substring(0, signIdx), out sides)) + throw new System.FormatException($"Bad dice sides in '{expr}'"); + if (!int.TryParse(rest.Substring(signIdx), out flatMod)) + throw new System.FormatException($"Bad flat mod in '{expr}'"); + } + + if (diceCount < 0 || sides < 0) + throw new System.FormatException($"Negative dice count or sides in '{expr}'"); + + return new DamageRoll(diceCount, sides, flatMod, damageType); + } +} diff --git a/Theriapolis.Core/Rules/Combat/DeathSaveTracker.cs b/Theriapolis.Core/Rules/Combat/DeathSaveTracker.cs new file mode 100644 index 0000000..fa8fc3d --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/DeathSaveTracker.cs @@ -0,0 +1,79 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Phase 5 M6 player death-save loop. d20 every turn while at 0 HP: +/// - 1 → 2 failures +/// - 2..9 → 1 failure +/// - 10..19 → 1 success +/// - 20 → revive at 1 HP (zero out failures + successes) +/// +/// 3 cumulative successes (≥10) → stabilised at 0 HP (cleared on heal). +/// 3 cumulative failures (<10) → dead. CombatHUDScreen pushes +/// when this fires. +/// +/// Tracker lives on only for the player; NPC +/// combatants skip death saves and are removed at 0 HP. +/// +public sealed class DeathSaveTracker +{ + public int Successes { get; private set; } + public int Failures { get; private set; } + public bool Stabilised { get; private set; } + public bool Dead { get; private set; } + + /// Roll a death save and update counters. Returns the outcome. + public DeathSaveOutcome Roll(Encounter enc, Combatant target) + { + if (Dead || Stabilised) return DeathSaveOutcome.NoOp; + + int d20 = enc.RollD20(); + DeathSaveOutcome outcome; + if (d20 == 20) + { + // Critical success — revive at 1 HP. + target.CurrentHp = 1; + target.Conditions.Remove(Condition.Unconscious); + Successes = 0; + Failures = 0; + outcome = DeathSaveOutcome.CriticalRevive; + } + else if (d20 >= 10) + { + Successes++; + outcome = Successes >= 3 ? DeathSaveOutcome.Stabilised : DeathSaveOutcome.Success; + if (Successes >= 3) Stabilised = true; + } + else + { + int failsThisRoll = d20 == 1 ? 2 : 1; + Failures += failsThisRoll; + outcome = Failures >= 3 ? DeathSaveOutcome.Dead : DeathSaveOutcome.Failure; + if (Failures >= 3) Dead = true; + } + + enc.AppendLog(CombatLogEntry.Kind.Save, + $"{target.Name} death save: {d20} → {outcome} ({Successes}S/{Failures}F)"); + return outcome; + } + + /// Called when the character is healed above 0 HP — cancels the loop. + public void Reset() + { + Successes = 0; + Failures = 0; + Stabilised = false; + // Don't reset Dead — once dead, stays dead. + } +} + +public enum DeathSaveOutcome +{ + NoOp = 0, + Success = 1, + Failure = 2, + Stabilised = 3, + Dead = 4, + CriticalRevive = 5, +} diff --git a/Theriapolis.Core/Rules/Combat/Encounter.cs b/Theriapolis.Core/Rules/Combat/Encounter.cs new file mode 100644 index 0000000..0324f5e --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/Encounter.cs @@ -0,0 +1,217 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// One combat encounter. Owns the participants, initiative order, current +/// turn pointer, log, and a per-encounter seeded +/// from worldSeed ^ C.RNG_COMBAT ^ encounterId. Save/load can resume +/// mid-combat by capturing + +/// and replaying the dice stream from the same +/// sequence point — see . +/// +public sealed class Encounter +{ + public ulong EncounterId { get; } + public ulong EncounterSeed { get; } + public IReadOnlyList Participants => _participants; + public IReadOnlyList InitiativeOrder => _initiativeOrder; + public int CurrentTurnIndex { get; private set; } + public int RoundNumber { get; private set; } = 1; + public Turn CurrentTurn { get; private set; } + public IReadOnlyList Log => _log; + public bool IsOver => _isOver; + + /// How many dice rolls have been drawn from this encounter's RNG. + public int RollCount { get; private set; } + + private readonly List _participants; + private readonly List _initiativeOrder; + private readonly List _log = new(); + private SeededRng _rng; + private bool _isOver; + + public Encounter(ulong worldSeed, ulong encounterId, IEnumerable combatants) + { + EncounterId = encounterId; + EncounterSeed = worldSeed ^ C.RNG_COMBAT ^ encounterId; + _rng = new SeededRng(EncounterSeed); + _participants = new List(combatants); + if (_participants.Count == 0) + throw new System.ArgumentException("Encounter requires at least one combatant.", nameof(combatants)); + + _initiativeOrder = RollInitiative(); + CurrentTurnIndex = 0; + CurrentTurn = Turn.FreshFor(CurrentActor.Id, CurrentActor.SpeedFt); + AppendLog(CombatLogEntry.Kind.Initiative, FormatInitiativeOrder()); + AppendLog(CombatLogEntry.Kind.TurnStart, $"Round 1 — {CurrentActor.Name}'s turn."); + } + + public Combatant CurrentActor => _participants[_initiativeOrder[CurrentTurnIndex]]; + + public Combatant? GetById(int id) + { + foreach (var c in _participants) if (c.Id == id) return c; + return null; + } + + /// + /// Advances to the next living combatant. Wraps the round counter when + /// we cycle past the last initiative slot. Marks the encounter over if + /// only one allegiance has living combatants. + /// + public void EndTurn() + { + if (_isOver) return; + + int n = _initiativeOrder.Count; + for (int step = 0; step < n; step++) + { + CurrentTurnIndex++; + if (CurrentTurnIndex >= n) + { + CurrentTurnIndex = 0; + RoundNumber++; + } + var next = CurrentActor; + if (next.IsAlive) + { + CurrentTurn = Turn.FreshFor(next.Id, next.SpeedFt); + next.OnTurnStart(); // Phase 5 M6: reset per-turn feature flags (Sneak Attack) + AppendLog(CombatLogEntry.Kind.TurnStart, $"Round {RoundNumber} — {next.Name}'s turn."); + CheckForVictory(); + return; + } + } + // No one is alive. + EndEncounter("No combatants remain."); + } + + /// + /// Returns true and ends the encounter if only one allegiance has + /// living combatants left. Called automatically at end-of-turn. + /// + public bool CheckForVictory() + { + var living = new HashSet(); + foreach (var c in _participants) + if (c.IsAlive && !c.IsDown) living.Add(c.Allegiance); + + // Allies and Players count as the same side for victory purposes. + bool playerSide = living.Contains(Rules.Character.Allegiance.Player) || living.Contains(Rules.Character.Allegiance.Allied); + bool hostileSide = living.Contains(Rules.Character.Allegiance.Hostile); + + if (!playerSide || !hostileSide) + { + string verdict = playerSide ? "Player side wins." : (hostileSide ? "Hostile side wins." : "Mutual annihilation."); + EndEncounter(verdict); + return true; + } + return false; + } + + private void EndEncounter(string verdict) + { + _isOver = true; + AppendLog(CombatLogEntry.Kind.EncounterEnd, $"Encounter ends after {RoundNumber} round(s). {verdict}"); + } + + // ── Dice ────────────────────────────────────────────────────────────── + + /// + /// Draw a uniform integer in [1, sides]. Increments + /// ; save/load uses that count to resume. + /// + public int RollDie(int sides) + { + if (sides < 1) return 0; + RollCount++; + return (int)(_rng.NextUInt64() % (ulong)sides) + 1; + } + + public int RollD20() => RollDie(20); + + /// + /// Roll d20 with advantage (best of two) or disadvantage (worst of two). + /// Returns (kept, other) so the caller can log both. + /// + public (int kept, int other) RollD20WithMode(SituationFlags flags) + { + if (flags.RollsAdvantage()) + { + int a = RollD20(); + int b = RollD20(); + return a >= b ? (a, b) : (b, a); + } + if (flags.RollsDisadvantage()) + { + int a = RollD20(); + int b = RollD20(); + return a <= b ? (a, b) : (b, a); + } + return (RollD20(), -1); + } + + /// + /// Re-create the RNG and skip rolls. + /// Used by the save layer to resume mid-combat encounters: capture + /// (encounterId, rollCount) on save; recreate Encounter with same + /// participants and call ResumeRolls(savedRollCount) on load. + /// + public void ResumeRolls(int rollCount) + { + _rng = new SeededRng(EncounterSeed); + for (int i = 0; i < rollCount; i++) _rng.NextUInt64(); + RollCount = rollCount; + } + + // ── Logging ─────────────────────────────────────────────────────────── + + public void AppendLog(CombatLogEntry.Kind kind, string message) + { + _log.Add(new CombatLogEntry + { + Round = RoundNumber, + Turn = CurrentTurnIndex, + Type = kind, + Message = message, + }); + } + + // ── Initiative ──────────────────────────────────────────────────────── + + private List RollInitiative() + { + var rolls = new (int idx, int total, int initBonus, int dexMod)[_participants.Count]; + for (int i = 0; i < _participants.Count; i++) + { + var c = _participants[i]; + int d20 = RollD20(); + rolls[i] = (i, d20 + c.InitiativeBonus, c.InitiativeBonus, + Stats.AbilityScores.Mod(c.Abilities.DEX)); + } + // Sort descending by total; ties broken by DEX mod descending; final tiebreaker by id ascending. + System.Array.Sort(rolls, (a, b) => + { + int byTotal = b.total.CompareTo(a.total); + if (byTotal != 0) return byTotal; + int byDex = b.dexMod.CompareTo(a.dexMod); + if (byDex != 0) return byDex; + return _participants[a.idx].Id.CompareTo(_participants[b.idx].Id); + }); + var order = new List(rolls.Length); + foreach (var r in rolls) order.Add(r.idx); + return order; + } + + private string FormatInitiativeOrder() + { + var parts = new List(_initiativeOrder.Count); + foreach (int idx in _initiativeOrder) + { + var c = _participants[idx]; + parts.Add($"{c.Name} (init+{c.InitiativeBonus})"); + } + return "Initiative: " + string.Join(", ", parts); + } +} diff --git a/Theriapolis.Core/Rules/Combat/EncounterTrigger.cs b/Theriapolis.Core/Rules/Combat/EncounterTrigger.cs new file mode 100644 index 0000000..8df20c6 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/EncounterTrigger.cs @@ -0,0 +1,82 @@ +using Theriapolis.Core.Entities; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Per-tick check used by : +/// "is there a hostile NPC within encounter trigger range that has line of +/// sight?" Returns the closest qualifying actor (or null) so the caller can +/// kick off an encounter. +/// +/// Friendly / Neutral proximity is the same shape but uses a tighter radius +/// — see . +/// +public static class EncounterTrigger +{ + /// + /// Find the closest live hostile NPC within + /// of the player that the + /// predicate can see (no blocking tile + /// between). Returns null if none found. + /// + public static NpcActor? FindHostileTrigger( + ActorManager actors, + System.Func? losBlocked = null) + { + var player = actors.Player; + if (player is null) return null; + + var blocked = losBlocked ?? LineOfSight.AlwaysClear; + NpcActor? best = null; + int bestDistSq = C.ENCOUNTER_TRIGGER_TILES * C.ENCOUNTER_TRIGGER_TILES; + + foreach (var npc in actors.Npcs) + { + if (!npc.IsAlive) continue; + if (npc.Allegiance != Rules.Character.Allegiance.Hostile) continue; + int distSq = ChebyshevDistSq(player.Position, npc.Position); + if (distSq > bestDistSq) continue; + if (!LineOfSight.HasLine(player.Position, npc.Position, blocked)) continue; + if (best is null || distSq < bestDistSq) { best = npc; bestDistSq = distSq; } + } + return best; + } + + /// + /// Friendly / Neutral NPCs within + /// of the player. The HUD shows + /// "[F] Talk to ..." for the closest match. + /// + public static NpcActor? FindInteractCandidate( + ActorManager actors, + System.Func? losBlocked = null) + { + var player = actors.Player; + if (player is null) return null; + + var blocked = losBlocked ?? LineOfSight.AlwaysClear; + NpcActor? best = null; + int bestDistSq = C.INTERACT_PROMPT_TILES * C.INTERACT_PROMPT_TILES; + + foreach (var npc in actors.Npcs) + { + if (!npc.IsAlive) continue; + if (npc.Allegiance != Rules.Character.Allegiance.Friendly && + npc.Allegiance != Rules.Character.Allegiance.Neutral) continue; + int distSq = ChebyshevDistSq(player.Position, npc.Position); + if (distSq > bestDistSq) continue; + if (!LineOfSight.HasLine(player.Position, npc.Position, blocked)) continue; + if (best is null || distSq < bestDistSq) { best = npc; bestDistSq = distSq; } + } + return best; + } + + private static int ChebyshevDistSq(Vec2 a, Vec2 b) + { + int dx = (int)System.Math.Abs(a.X - b.X); + int dy = (int)System.Math.Abs(a.Y - b.Y); + int d = System.Math.Max(dx, dy); + return d * d; + } +} diff --git a/Theriapolis.Core/Rules/Combat/FeatureProcessor.cs b/Theriapolis.Core/Rules/Combat/FeatureProcessor.cs new file mode 100644 index 0000000..0aa4152 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/FeatureProcessor.cs @@ -0,0 +1,781 @@ +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Phase 5 M6: dispatches class-feature combat effects at hook points the +/// resolver and DerivedStats call into. Hand-coded switch-on-class-id; the +/// alternative would be a feature-registration system — overkill for the +/// half-dozen combat-touching level-1 features we actually ship. +/// +/// Implemented features: +/// - Fangsworn fighting styles: Duelist (+2 dmg one-handed), Great Weapon (re-roll 1s/2s on dmg) +/// - Feral: Unarmored Defense (10 + DEX + CON when no body armor), Feral Rage (+2 dmg, resistance) +/// - Bulwark: Sentinel Stance (+2 AC), Guardian's Mark (UI hook only — full effect M6.5) +/// - Shadow-Pelt: Sneak Attack (+1d6 first hit per turn with finesse/ranged weapon) +/// +/// Stubs (no combat effect at M6 — flagged for later wiring): +/// - Scent-Broker, Covenant-Keeper, Muzzle-Speaker, Claw-Wright level-1 +/// features. They appear in level_table but don't alter dice yet. +/// +public static class FeatureProcessor +{ + /// + /// Returns the raw AC for a character, factoring in class features. + /// Called by *after* the standard + /// armor/shield/DEX computation so this layer can either replace + /// (Unarmored Defense) or add (Sentinel Stance) to the base. + /// + /// Returns the *new* AC value to use; pass back + /// when no feature applies. + /// + public static int ApplyAcFeatures(Theriapolis.Core.Rules.Character.Character c, int baseAc) + { + int ac = baseAc; + // Feral Unarmored Defense replaces base if no body armor. + if (c.ClassDef.Id == "feral" && c.Inventory.GetEquipped(EquipSlot.Body) is null) + { + int dex = c.Abilities.ModFor(AbilityId.DEX); + int con = c.Abilities.ModFor(AbilityId.CON); + int unarmoredAc = 10 + dex + con; + // Take whichever is higher — Feral may pick up a buckler offhand etc. that pushes baseAc higher. + if (unarmoredAc > ac) ac = unarmoredAc; + } + return ac; + } + + /// + /// AC bonus from per-encounter combat-time features (Sentinel Stance, etc). + /// Combat resolver adds this to the combatant's base AC at attack-resolution time. + /// + /// Phase 6.5 M2 layers in subclass passive AC bonuses — caller passes + /// the encounter so the resolver can consult positional state for + /// adjacency-driven features (Herd-Wall Interlock Shields, Lone Fang + /// Isolation Bonus). + /// + public static int ApplyAcBonus(Combatant target, Encounter? enc = null) + { + int bonus = 0; + if (target.SentinelStanceActive) bonus += 2; + + // Phase 6.5 M2 subclass passives. + var c = target.SourceCharacter; + if (c is not null && enc is not null && !string.IsNullOrEmpty(c.SubclassId)) + { + switch (c.SubclassId) + { + case "lone_fang": + if (HasLoneFangIsolation(target, enc)) bonus += 1; + break; + case "herd_wall": + if (HasHerdWallAdjacentAlly(target, enc)) bonus += 1; + break; + } + } + return bonus; + } + + /// + /// Phase 6.5 M2 — to-hit bonus from subclass features that boost + /// attack rolls (e.g. Lone Fang Isolation Bonus). Resolver adds this + /// to attackTotal alongside the base attack bonus. + /// + public static int ApplyToHitBonus(Combatant attacker, Encounter enc) + { + int bonus = 0; + var c = attacker.SourceCharacter; + if (c is null || string.IsNullOrEmpty(c.SubclassId)) return 0; + switch (c.SubclassId) + { + case "lone_fang": + if (HasLoneFangIsolation(attacker, enc)) bonus += 2; + break; + } + return bonus; + } + + /// + /// True when the Lone Fang's "Isolation Bonus" applies — no allied + /// combatant within 10 ft. + /// returns the number of *empty tiles between* two footprints, so: + /// 0 = touching (5 ft. away), 1 = one empty tile (10 ft.), etc. + /// "Within 10 ft" means edge-to-edge ≤ 1. + /// + private static bool HasLoneFangIsolation(Combatant self, Encounter enc) + { + foreach (var c in enc.Participants) + { + if (c.Id == self.Id) continue; + if (c.IsDown) continue; + bool sameSide = (self.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + || self.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied) + && (c.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + || c.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + if (!sameSide) continue; + if (ReachAndCover.EdgeToEdgeChebyshev(self, c) <= 1) return false; + } + return true; + } + + /// + /// True when the Herd-Wall has at least one allied combatant adjacent. + /// "Adjacent" in the d20 sense = sharing an edge or corner; with the + /// edge-to-edge "empty tiles between" metric that's distance 0. + /// + private static bool HasHerdWallAdjacentAlly(Combatant self, Encounter enc) + { + foreach (var c in enc.Participants) + { + if (c.Id == self.Id) continue; + if (c.IsDown) continue; + bool sameSide = (self.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + || self.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied) + && (c.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + || c.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + if (!sameSide) continue; + if (ReachAndCover.EdgeToEdgeChebyshev(self, c) == 0) return true; + } + return false; + } + + /// + /// Phase 6.5 M2 — Pack-Forged "Packmate's Howl". Called from the + /// resolver when a Pack-Forged hits a target with a melee attack: + /// marks the target so the next *ally* attack against it gains + /// advantage (until the marker's next turn). + /// + public static void OnPackForgedHit(Encounter enc, Combatant attacker, Combatant target, AttackOption attack) + { + var c = attacker.SourceCharacter; + if (c is null || c.SubclassId != "pack_forged") return; + if (attack.IsRanged) return; // melee only per the description + target.HowlMarkRound = enc.RoundNumber; + target.HowlMarkBy = attacker.Id; + enc.AppendLog(CombatLogEntry.Kind.Note, + $" Packmate's Howl: {target.Name} marked — next ally attack has advantage."); + } + + /// + /// Phase 6.5 M2 — Pack-Forged consumption hook. If the target carries + /// a Howl mark from one of the attacker's *allies* (not self), and the + /// mark hasn't expired, returns true (advantage on this attack) and + /// clears the mark. Resolver calls this before rolling the d20. + /// + public static bool ConsumeHowlAdvantage(Encounter enc, Combatant attacker, Combatant target) + { + if (target.HowlMarkRound is not int markRound) return false; + if (target.HowlMarkBy is not int markBy) return false; + if (markBy == attacker.Id) return false; // can't consume your own mark + // Mark expires once the marker's next turn begins. Approximation: a + // mark placed on round N consumed on round N or N+1 (before marker + // gets to act) is valid; round > markRound + 1 = expired. + if (enc.RoundNumber > markRound + 1) return false; + // Allies only: the marker must be on the same side as the attacker. + var marker = enc.GetById(markBy); + if (marker is null) return false; + bool sameSide = (attacker.Allegiance == marker.Allegiance) + || (attacker.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + && marker.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied) + || (attacker.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied + && marker.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player); + if (!sameSide) return false; + // Consume. + target.HowlMarkRound = null; + target.HowlMarkBy = null; + enc.AppendLog(CombatLogEntry.Kind.Note, + $" {attacker.Name} consumes Packmate's Howl — advantage on this attack."); + return true; + } + + /// + /// Phase 6.5 M2 — Blood Memory "Predatory Surge". Called by the + /// resolver when a raging Feral with this subclass reduces a target + /// to 0 HP with a melee attack. Sets the surge-pending flag; the HUD + /// can offer the player a free bonus melee attack (M2 wires the flag; + /// the bonus-action consumption is the player's job via the existing + /// attack input). + /// + public static void OnBloodMemoryKill(Encounter enc, Combatant attacker, AttackOption attack) + { + var c = attacker.SourceCharacter; + if (c is null || c.SubclassId != "blood_memory") return; + if (!attacker.RageActive) return; + if (attack.IsRanged) return; + attacker.PredatorySurgePending = true; + enc.AppendLog(CombatLogEntry.Kind.Note, + $" Predatory Surge: {attacker.Name} can take a free melee attack."); + } + + /// + /// Damage bonus from feature effects (Fighting Style, Rage, Sneak Attack). + /// Returns extra damage to add to the rolled total. Side effects: marks + /// when sneak attack fires. + /// + public static int ApplyDamageBonus( + Encounter enc, + Combatant attacker, + Combatant target, + AttackOption attack, + bool isCrit) + { + int bonus = 0; + var c = attacker.SourceCharacter; + + // Feral Rage — +2 damage on melee attacks while raging. + if (attacker.RageActive && !attack.IsRanged) bonus += 2; + + // Fangsworn fighting styles. + if (c is not null && c.ClassDef.Id == "fangsworn") + { + if (c.FightingStyle == "duelist" && IsOneHanded(c)) + bonus += 2; + // Great Weapon and Natural Predator handled elsewhere (re-roll + // and to-hit respectively). + } + + // Shadow-Pelt Sneak Attack — once per turn, +1d6 with finesse/ranged. + if (c is not null && c.ClassDef.Id == "shadow_pelt" + && !attacker.SneakAttackUsedThisTurn + && IsFinesseOrRanged(attacker, attack)) + { + int d6 = enc.RollDie(6); + if (isCrit) d6 += enc.RollDie(6); // crit doubles the sneak attack die + bonus += d6; + attacker.SneakAttackUsedThisTurn = true; + enc.AppendLog(CombatLogEntry.Kind.Note, $" Sneak Attack: +{d6}"); + } + + // Phase 7 M0 — Ambush-Artist "Opening Strike". First melee attack of + // round 1 in the encounter (the "ambush" round) deals +2d6 sneak + // damage. Stacks with base Sneak Attack — opening strike represents + // a different surprise mechanism. + if (c is not null && c.SubclassId == "ambush_artist" + && !attacker.OpeningStrikeUsed + && enc.RoundNumber == 1 + && !attack.IsRanged) + { + int d6a = enc.RollDie(6); + int d6b = enc.RollDie(6); + int extra = d6a + d6b; + if (isCrit) extra += enc.RollDie(6) + enc.RollDie(6); + bonus += extra; + attacker.OpeningStrikeUsed = true; + enc.AppendLog(CombatLogEntry.Kind.Note, $" Opening Strike: +{extra}"); + } + + // Phase 7 M0 — Stampede-Heart "Trampling Charge". First melee attack + // each turn while raging deals +1d8 bludgeoning. Phase 7 simplifies + // the JSON's "moved 20+ ft. straight" geometry constraint to "first + // melee attack while raging" — captures the spirit of the charge + // without requiring a movement-vector tracker the tactical layer + // doesn't yet expose. Phase 8 / 9 polish can refine. + if (c is not null && c.SubclassId == "stampede_heart" + && attacker.RageActive + && !attacker.TramplingChargeUsedThisTurn + && !attack.IsRanged) + { + int d8 = enc.RollDie(8); + if (isCrit) d8 += enc.RollDie(8); + bonus += d8; + attacker.TramplingChargeUsedThisTurn = true; + enc.AppendLog(CombatLogEntry.Kind.Note, $" Trampling Charge: +{d8}"); + } + + return bonus; + } + + /// + /// Phase 7 M0 — Antler-Guard "Retaliatory Strike". Called from + /// after damage applies on a melee + /// hit. If the target is an Antler-Guard Bulwark in Sentinel Stance, + /// the attacker takes 1d8 + CON (the target's CON) automatic damage. + /// Phase 7 contract: deterrence-style return-damage, no save, no roll — + /// the attack itself is the trigger. Doesn't fire on ranged attacks + /// (the JSON specifies "from a melee attack"). + /// + public static int OnAntlerGuardHit(Encounter enc, Combatant attacker, Combatant target, AttackOption attack) + { + var c = target.SourceCharacter; + if (c is null || c.SubclassId != "antler_guard") return 0; + if (!target.SentinelStanceActive) return 0; + if (attack.IsRanged) return 0; + // 1d8 + CON-mod return damage; min 1. + int d8 = enc.RollDie(8); + int con = AbilityScores.Mod(target.Abilities.Get(AbilityId.CON)); + int retaliation = System.Math.Max(1, d8 + con); + Resolver.ApplyDamage(attacker, retaliation); + enc.AppendLog(CombatLogEntry.Kind.Note, + $" Retaliatory Strike: {target.Name} returns {retaliation} ({d8}+{con}) to {attacker.Name}."); + return retaliation; + } + + /// + /// Re-roll 1s and 2s on damage dice for Fangsworn Great Weapon style. + /// Called by DamageRoll.Roll only if the attacker has the style + a + /// two-handed weapon. Returns the (possibly adjusted) dice value. + /// + public static int GreatWeaponReroll(Encounter enc, Combatant attacker, AttackOption attack, int rolledDie, int sides) + { + var c = attacker.SourceCharacter; + if (c is null || c.ClassDef.Id != "fangsworn" || c.FightingStyle != "great_weapon") return rolledDie; + if (!IsTwoHanded(c)) return rolledDie; + if (rolledDie > 2) return rolledDie; + // Re-roll once and take the new value (even if also 1 or 2). + int rerolled = enc.RollDie(sides); + return rerolled; + } + + /// + /// True if the damage type is fully resisted (half-damage). Phase 5 M6: + /// Feral Rage gives resistance to bludgeoning/piercing/slashing while active. + /// + public static bool IsResisted(Combatant target, DamageType damageType) + { + if (target.RageActive) + { + return damageType == DamageType.Bludgeoning + || damageType == DamageType.Piercing + || damageType == DamageType.Slashing; + } + return false; + } + + /// + /// Activate Feral Rage. Returns true if the rage started (had uses + /// remaining); false if the character has no uses left. + /// + public static bool TryActivateRage(Encounter enc, Combatant attacker) + { + var c = attacker.SourceCharacter; + if (c is null || c.ClassDef.Id != "feral") return false; + if (attacker.RageActive) return false; + if (c.RageUsesRemaining <= 0) return false; + attacker.RageActive = true; + c.RageUsesRemaining--; + enc.AppendLog(CombatLogEntry.Kind.Note, $"{attacker.Name} enters a rage. ({c.RageUsesRemaining} use(s) left)"); + return true; + } + + /// Toggle Bulwark Sentinel Stance. + public static bool ToggleSentinelStance(Encounter enc, Combatant attacker) + { + var c = attacker.SourceCharacter; + if (c is null || c.ClassDef.Id != "bulwark") return false; + attacker.SentinelStanceActive = !attacker.SentinelStanceActive; + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{attacker.Name} {(attacker.SentinelStanceActive ? "enters" : "leaves")} Sentinel Stance."); + return true; + } + + // ── Phase 6.5 M1: level-1 active class features ────────────────────── + + /// + /// Claw-Wright field_repair. Action; heals 1d8 + INT mod + /// HP to the target. Hybrid heal-target effectiveness (75%) applies if + /// the target is a hybrid PC (Phase 6.5 M5 schema-stub for now — no + /// hybrids exist yet, so the multiplier is gated by future data). + /// + public static bool TryFieldRepair(Encounter enc, Combatant healer, Combatant target) + { + var c = healer.SourceCharacter; + if (c is null || c.ClassDef.Id != "claw_wright") return false; + if (c.FieldRepairUsesRemaining <= 0) + { + enc.AppendLog(CombatLogEntry.Kind.Note, $"{healer.Name}: Field Repair exhausted (rest to recover)."); + return false; + } + if (target.IsDown) return false; + + int intMod = c.Abilities.ModFor(AbilityId.INT); + // Phase 7 M0 — Body-Wright "Combat Medic" rolls 2d8 + INT instead of + // the base 1d8 + INT. The bonus-action treatment described in the + // JSON is a HUD-side concern (the resource economy is unchanged); + // this hook adjusts only the dice. + int rolled; + if (c.SubclassId == "body_wright") + { + rolled = enc.RollDie(8) + enc.RollDie(8); + } + else + { + rolled = enc.RollDie(8); + } + int healed = Math.Max(1, rolled + intMod); + // Phase 6.5 M4 — Medical Incompatibility: hybrid recipients heal at + // 75% effectiveness (round down, min 1). Non-hybrids pass through. + int delivered = healed; + if (target.SourceCharacter is { } targetCharacter) + delivered = Theriapolis.Core.Rules.Character.HybridDetriments.ScaleHealForHybrid( + targetCharacter, healed); + target.CurrentHp = Math.Min(target.MaxHp, target.CurrentHp + delivered); + c.FieldRepairUsesRemaining--; + string scaledNote = (target.SourceCharacter?.IsHybrid ?? false) && delivered != healed + ? $" (hybrid → {delivered})" + : ""; + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{healer.Name} Field Repair on {target.Name}: rolled {rolled} + INT {intMod:+#;-#;0} = {healed} HP{scaledNote}. ({target.CurrentHp}/{target.MaxHp})"); + return true; + } + + /// + /// Covenant-Keeper lay_on_paws. Action; spend up to a fixed + /// amount from a pool of 5 × CHA HP per long rest (per-encounter + /// at M1) to heal a target. Pool tops up via + /// ; spending one point cures + /// disease — not modelled here yet (no disease subsystem). + /// + public static bool TryLayOnPaws(Encounter enc, Combatant healer, Combatant target, int requestHp) + { + var c = healer.SourceCharacter; + if (c is null || c.ClassDef.Id != "covenant_keeper") return false; + if (target.IsDown) return false; + if (requestHp <= 0) return false; + + int spend = Math.Min(requestHp, c.LayOnPawsPoolRemaining); + if (spend <= 0) + { + enc.AppendLog(CombatLogEntry.Kind.Note, $"{healer.Name}: Lay on Paws pool empty (rest to refill)."); + return false; + } + // Phase 6.5 M4 — Medical Incompatibility scales hybrid heal received, + // but the *cost* to the pool is the requested amount. (Hybrid pays + // the same cost; the inefficiency models the body resisting the + // calibration, not the healer wasting effort.) + int delivered = spend; + if (target.SourceCharacter is { } targetCharacter) + delivered = Theriapolis.Core.Rules.Character.HybridDetriments.ScaleHealForHybrid( + targetCharacter, spend); + target.CurrentHp = Math.Min(target.MaxHp, target.CurrentHp + delivered); + c.LayOnPawsPoolRemaining -= spend; + string scaledNote = (target.SourceCharacter?.IsHybrid ?? false) && delivered != spend + ? $" (hybrid → {delivered})" + : ""; + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{healer.Name} channels Lay on Paws → {target.Name} +{spend} HP{scaledNote}. ({target.CurrentHp}/{target.MaxHp}, pool {c.LayOnPawsPoolRemaining})"); + return true; + } + + /// + /// Initialise / refresh the Lay on Paws pool to 5 × CHA mod if + /// the character has the lay_on_paws feature. Called at + /// encounter start so M1 (no rest model) treats every encounter as + /// fully rested. CHA mod ≤ 0 yields a 1-point minimum so a low-CHA + /// Covenant-Keeper still has a token pool. + /// + public static void EnsureLayOnPawsPoolReady(Theriapolis.Core.Rules.Character.Character c) + { + if (c.ClassDef.Id != "covenant_keeper") return; + int chaMod = c.Abilities.ModFor(AbilityId.CHA); + int target = Math.Max(1, 5 * Math.Max(1, chaMod)); + if (c.LayOnPawsPoolRemaining < target) + c.LayOnPawsPoolRemaining = target; + } + + /// + /// Refresh the Field Repair use to 1 if it's been spent. Encounter-rest + /// equivalence per the Phase 5 contract. + /// + public static void EnsureFieldRepairReady(Theriapolis.Core.Rules.Character.Character c) + { + if (c.ClassDef.Id != "claw_wright") return; + if (c.FieldRepairUsesRemaining < 1) c.FieldRepairUsesRemaining = 1; + } + + /// + /// Refresh Vocalization Dice to 4 if any have been spent. Encounter-rest + /// equivalence per the Phase 5 contract. + /// + public static void EnsureVocalizationDiceReady(Theriapolis.Core.Rules.Character.Character c) + { + if (c.ClassDef.Id != "muzzle_speaker") return; + if (c.VocalizationDiceRemaining < 4) c.VocalizationDiceRemaining = 4; + } + + // ── Phase 6.5 M3: Pheromone Craft (Scent-Broker) ───────────────────── + + /// + /// Pheromone Craft uses-per-encounter cap based on character level. The + /// JSON ladder unlocks more uses at higher levels: + /// L1–4 → 0 (feature not unlocked yet), + /// L5–8 → 2 (pheromone_craft_2 from L2 entry retains here, but the L5 + /// entry brings pheromone_craft_3), + /// L9–12 → 4, L13+ → 5. The granted-at-each-level structure in + /// classes.json uses the highest-tier feature unlocked. + /// + public static int PheromoneUsesAtLevel(int level) => level switch + { + >= 13 => 5, + >= 9 => 4, + >= 5 => 3, + >= 2 => 2, + _ => 0, + }; + + /// + /// Refill the Scent-Broker's Pheromone Craft pool to the per-level cap. + /// Encounter-rest equivalence; Phase 8 replaces with real short-rest. + /// + public static void EnsurePheromoneUsesReady(Theriapolis.Core.Rules.Character.Character c) + { + if (c.ClassDef.Id != "scent_broker") return; + int cap = PheromoneUsesAtLevel(c.Level); + if (c.PheromoneUsesRemaining < cap) c.PheromoneUsesRemaining = cap; + } + + /// + /// Scent-Broker pheromone_craft_*. Bonus action; emits a 10-ft + /// (= 2 tactical tile) cloud centred on the caster. Every creature in + /// range that the caster considers hostile must make a CON save vs. + /// DC = 8 + prof + WIS mod; on failure, the pheromone-mapped + /// is applied + /// (). + /// Consumes one Pheromone Use. + /// + public static bool TryEmitPheromone(Encounter enc, Combatant caster, PheromoneType type) + { + var c = caster.SourceCharacter; + if (c is null || c.ClassDef.Id != "scent_broker") return false; + if (c.Level < 2) + { + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name}: Pheromone Craft unlocks at level 2."); + return false; + } + if (c.PheromoneUsesRemaining <= 0) + { + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name}: Pheromone Craft exhausted (rest to recover)."); + return false; + } + + int wisMod = c.Abilities.ModFor(Theriapolis.Core.Rules.Stats.AbilityId.WIS); + int dc = 8 + c.ProficiencyBonus + wisMod; + var applied = type.AppliedCondition(); + + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name} emits {type.DisplayName()} pheromone (DC {dc})."); + + int affected = 0; + foreach (var t in enc.Participants) + { + if (t.Id == caster.Id) continue; + if (t.IsDown) continue; + // 10 ft. cloud = within 1 empty tile (≤ 1 edge-to-edge). + if (ReachAndCover.EdgeToEdgeChebyshev(caster, t) > 1) continue; + // Only target hostiles for offensive pheromones; calm targets + // hostiles too (charmed-toward-source is the desired effect). + bool sameSide = (caster.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + || caster.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied) + && (t.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player + || t.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + if (sameSide) continue; + + // Roll CON save: 1d20 + CON mod. + int conMod = Theriapolis.Core.Rules.Stats.AbilityScores.Mod(t.Abilities.CON); + int saveRoll = enc.RollD20(); + int saveTotal = saveRoll + conMod; + bool saved = saveTotal >= dc; + enc.AppendLog(CombatLogEntry.Kind.Save, + $" {t.Name} CON save: {saveRoll}{conMod:+#;-#;0} = {saveTotal} vs DC {dc} → {(saved ? "saved" : "FAILED")}"); + if (!saved && applied != Theriapolis.Core.Rules.Stats.Condition.None) + { + Resolver.ApplyCondition(enc, t, applied); + affected++; + } + } + + c.PheromoneUsesRemaining--; + if (affected == 0) + enc.AppendLog(CombatLogEntry.Kind.Note, + $" No hostiles affected by the pheromone."); + return true; + } + + // ── Phase 6.5 M3: Covenant Authority (Covenant-Keeper) ─────────────── + + /// + /// Covenant Authority uses-per-encounter cap based on level. JSON + /// ladder: covenants_authority_2/3/4/5 at L2/L9/L13/L17 → + /// 2 / 3 / 4 / 5. + /// + public static int CovenantAuthorityUsesAtLevel(int level) => level switch + { + >= 17 => 5, + >= 13 => 4, + >= 9 => 3, + >= 2 => 2, + _ => 0, + }; + + /// + /// Refill the Covenant-Keeper's Authority pool to the per-level cap. + /// + public static void EnsureCovenantAuthorityReady(Theriapolis.Core.Rules.Character.Character c) + { + if (c.ClassDef.Id != "covenant_keeper") return; + int cap = CovenantAuthorityUsesAtLevel(c.Level); + if (c.CovenantAuthorityUsesRemaining < cap) c.CovenantAuthorityUsesRemaining = cap; + } + + /// + /// Covenant-Keeper covenants_authority_*. Bonus action; declares + /// an oath against a target hostile; for 10 rounds (1 minute), the + /// oath-marked creature suffers -2 to attack rolls against the + /// Covenant-Keeper. Consumes one use. The full three-option + /// description (Compel Truth / Rebuke Predation / Shield the Innocent) + /// is plan-deferred to Phase 8/9 dialogue + AoE polish; M3 ships the + /// simple combat-marker mechanic per the Phase 6.5 plan §4.4. + /// + public static bool TryDeclareOath(Encounter enc, Combatant caster, Combatant target) + { + var c = caster.SourceCharacter; + if (c is null || c.ClassDef.Id != "covenant_keeper") return false; + if (c.Level < 2) + { + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name}: Covenant's Authority unlocks at level 2."); + return false; + } + if (c.CovenantAuthorityUsesRemaining <= 0) + { + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name}: Covenant's Authority exhausted (rest to recover)."); + return false; + } + if (target.IsDown) return false; + if (target.Id == caster.Id) return false; + + target.OathMarkRound = enc.RoundNumber; + target.OathMarkBy = caster.Id; + c.CovenantAuthorityUsesRemaining--; + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name} pronounces an oath against {target.Name} — -2 attack vs caster for 1 minute."); + return true; + } + + /// + /// Phase 6.5 M3 — to-hit penalty applied to a marked attacker rolling + /// against the Covenant-Keeper who marked them. Returns 0 when no + /// active oath, -2 when the marked attacker targets the marker, and 0 + /// for any other target (the oath is target-specific). + /// + public static int OathAttackPenalty(Encounter enc, Combatant attacker, Combatant defender) + { + if (attacker.OathMarkRound is not int markRound) return 0; + if (attacker.OathMarkBy is not int markBy) return 0; + // Expire after 10 rounds. + if (enc.RoundNumber > markRound + 9) + { + attacker.OathMarkRound = null; + attacker.OathMarkBy = null; + return 0; + } + if (markBy != defender.Id) return 0; // penalty only when attacking the marker + return -2; + } + + /// + /// Muzzle-Speaker Vocalization Dice (level-1 d6, scaling to d8/d10/d12 + /// at L5/L9/L15). Bonus action; consumes one die. The target combatant + /// gains = the current die + /// size; the next attack/check/save they make rolls that bonus. + /// + public static bool TryGrantVocalizationDie(Encounter enc, Combatant caster, Combatant ally) + { + var c = caster.SourceCharacter; + if (c is null || c.ClassDef.Id != "muzzle_speaker") return false; + if (caster.Id == ally.Id) return false; // can't inspire yourself + if (c.VocalizationDiceRemaining <= 0) + { + enc.AppendLog(CombatLogEntry.Kind.Note, $"{caster.Name}: Vocalization Dice spent (rest to recover)."); + return false; + } + if (ally.InspirationDieSides > 0) + { + // Already inspired — overlapping inspirations don't stack at L1. + enc.AppendLog(CombatLogEntry.Kind.Note, $"{caster.Name}: {ally.Name} already inspired."); + return false; + } + // Range gate: 60 ft. = 12 tactical tiles per the standard 5-ft tile. + int dist = caster.DistanceTo(ally); + if (dist > 12) + { + enc.AppendLog(CombatLogEntry.Kind.Note, $"{caster.Name}: {ally.Name} too far for Vocalization Dice ({dist}/12)."); + return false; + } + + int sides = VocalizationDieSidesFor(c.Level); + ally.InspirationDieSides = sides; + c.VocalizationDiceRemaining--; + enc.AppendLog(CombatLogEntry.Kind.Note, + $"{caster.Name} grants {ally.Name} a Vocalization Die (1d{sides}). ({c.VocalizationDiceRemaining} left)"); + return true; + } + + /// + /// Standard d20 Bardic Inspiration die ladder, mapped to Vocalization + /// Dice per classes.json level table: + /// 1–4 → d6; 5–8 → d8; 9–14 → d10; 15+ → d12. + /// + public static int VocalizationDieSidesFor(int level) => level switch + { + >= 15 => 12, + >= 9 => 10, + >= 5 => 8, + _ => 6, + }; + + /// + /// Consume an inspiration die (if any) on a d20 roll. Adds 1d<sides> + /// to the d20 result and clears the field. Returns the bonus added (0 if + /// no inspiration was active). + /// + public static int ConsumeInspirationDie(Encounter enc, Combatant roller) + { + if (roller.InspirationDieSides <= 0) return 0; + int sides = roller.InspirationDieSides; + int rolled = enc.RollDie(sides); + roller.InspirationDieSides = 0; + enc.AppendLog(CombatLogEntry.Kind.Note, + $" {roller.Name} adds Vocalization Die (1d{sides} = {rolled})."); + return rolled; + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private static bool IsOneHanded(Theriapolis.Core.Rules.Character.Character c) + { + var main = c.Inventory.GetEquipped(EquipSlot.MainHand); + if (main is null) return false; + if (HasProp(main.Def, "two_handed")) return false; + var off = c.Inventory.GetEquipped(EquipSlot.OffHand); + // Duelist requires the off hand to be empty (shields don't count as another weapon, but the d20 spec says "no other weapon" — for M6 we treat shields as OK). + if (off is null) return true; + return string.Equals(off.Def.Kind, "shield", System.StringComparison.OrdinalIgnoreCase); + } + + private static bool IsTwoHanded(Theriapolis.Core.Rules.Character.Character c) + { + var main = c.Inventory.GetEquipped(EquipSlot.MainHand); + return main is not null && HasProp(main.Def, "two_handed"); + } + + private static bool IsFinesseOrRanged(Combatant attacker, AttackOption attack) + { + if (attack.IsRanged) return true; + var c = attacker.SourceCharacter; + if (c is null) return false; + var main = c.Inventory.GetEquipped(EquipSlot.MainHand); + if (main is null) return false; + return HasProp(main.Def, "finesse"); + } + + private static bool HasProp(Theriapolis.Core.Data.ItemDef def, string prop) + { + foreach (var p in def.Properties) + if (string.Equals(p, prop, System.StringComparison.OrdinalIgnoreCase)) + return true; + return false; + } +} diff --git a/Theriapolis.Core/Rules/Combat/LineOfSight.cs b/Theriapolis.Core/Rules/Combat/LineOfSight.cs new file mode 100644 index 0000000..14bfcdd --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/LineOfSight.cs @@ -0,0 +1,48 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Tactical-tile line-of-sight via Bresenham. The caller supplies a +/// "blocked at (x, y)?" predicate so this helper stays free of a hard +/// dependency on TacticalChunk / WorldState — Phase 5 M4 tests use a flat +/// arena (always-clear); M5 plugs in the live tactical-tile sampler. +/// +public static class LineOfSight +{ + /// + /// True if a straight line from to + /// traverses only un-blocked tiles. Endpoints + /// themselves are NOT consulted — only the intermediate tiles. + /// + public static bool HasLine(Vec2 from, Vec2 to, System.Func isBlockedAt) + { + int x0 = (int)System.Math.Floor(from.X); + int y0 = (int)System.Math.Floor(from.Y); + int x1 = (int)System.Math.Floor(to.X); + int y1 = (int)System.Math.Floor(to.Y); + + int dx = System.Math.Abs(x1 - x0); + int dy = System.Math.Abs(y1 - y0); + int sx = x0 < x1 ? 1 : -1; + int sy = y0 < y1 ? 1 : -1; + int err = dx - dy; + + int x = x0, y = y0; + while (true) + { + // Skip the endpoint itself + if (!(x == x0 && y == y0) && !(x == x1 && y == y1)) + { + if (isBlockedAt(x, y)) return false; + } + if (x == x1 && y == y1) return true; + int e2 = 2 * err; + if (e2 > -dy) { err -= dy; x += sx; } + if (e2 < dx) { err += dx; y += sy; } + } + } + + /// Convenience: always-clear arena. Used by combat-duel and most M4 tests. + public static readonly System.Func AlwaysClear = (_, _) => false; +} diff --git a/Theriapolis.Core/Rules/Combat/NpcInstantiator.cs b/Theriapolis.Core/Rules/Combat/NpcInstantiator.cs new file mode 100644 index 0000000..0426735 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/NpcInstantiator.cs @@ -0,0 +1,36 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Tactical; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Maps a + chunk's +/// to the actual that should spawn there. +/// Lookup table lives in npc_templates.json's +/// spawn_kind_to_template_by_zone map (loaded into +/// ). +/// +/// Returns null when no template is configured for the spawn kind/zone (the +/// caller should skip that spawn — chunk is silently denser, that's OK). +/// +public static class NpcInstantiator +{ + public static NpcTemplateDef? PickTemplate( + SpawnKind kind, + int dangerZone, + NpcTemplateContent content) + { + if (kind == SpawnKind.None) return null; + string kindKey = kind.ToString(); + if (!content.SpawnKindToTemplateByZone.TryGetValue(kindKey, out var byZone)) + return null; + if (byZone.Length == 0) return null; + // Clamp the zone index to the table's length. + int zoneIdx = System.Math.Clamp(dangerZone, 0, byZone.Length - 1); + string templateId = byZone[zoneIdx]; + foreach (var t in content.Templates) + if (string.Equals(t.Id, templateId, System.StringComparison.OrdinalIgnoreCase)) + return t; + return null; + } +} diff --git a/Theriapolis.Core/Rules/Combat/PheromoneType.cs b/Theriapolis.Core/Rules/Combat/PheromoneType.cs new file mode 100644 index 0000000..dc212ea --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/PheromoneType.cs @@ -0,0 +1,45 @@ +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Phase 6.5 M3 — pheromone compounds a Scent-Broker can deploy via +/// Pheromone Craft. Each maps to a +/// applied to creatures in the radius that fail their CON save. +/// +/// The four compounds match theriapolis-rpg-equipment.md's pheromone +/// vials, but here they're emitted directly via the class feature without +/// the consumable. +/// +public enum PheromoneType : byte +{ + /// Failed save → . + Fear = 0, + /// Failed save → (won't attack source). + Calm = 1, + /// Failed save → (loss of focus). + Arousal = 2, + /// Failed save → (debuff). + Nausea = 3, +} + +public static class PheromoneTypeExtensions +{ + /// Maps a to the condition it applies on a failed save. + public static Theriapolis.Core.Rules.Stats.Condition AppliedCondition(this PheromoneType t) => t switch + { + PheromoneType.Fear => Theriapolis.Core.Rules.Stats.Condition.Frightened, + PheromoneType.Calm => Theriapolis.Core.Rules.Stats.Condition.Charmed, + PheromoneType.Arousal => Theriapolis.Core.Rules.Stats.Condition.Dazed, + PheromoneType.Nausea => Theriapolis.Core.Rules.Stats.Condition.Poisoned, + _ => Theriapolis.Core.Rules.Stats.Condition.None, + }; + + /// Human-readable display name for combat log entries. + public static string DisplayName(this PheromoneType t) => t switch + { + PheromoneType.Fear => "Fear", + PheromoneType.Calm => "Calm", + PheromoneType.Arousal => "Arousal", + PheromoneType.Nausea => "Nausea", + _ => "Unknown", + }; +} diff --git a/Theriapolis.Core/Rules/Combat/ReachAndCover.cs b/Theriapolis.Core/Rules/Combat/ReachAndCover.cs new file mode 100644 index 0000000..ec4ce99 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/ReachAndCover.cs @@ -0,0 +1,67 @@ +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Size-aware spatial helpers for combat. Combatants occupy +/// ² tactical tiles +/// anchored at their integer ; this helper +/// computes edge-to-edge Chebyshev distance and reach predicates. +/// +public static class ReachAndCover +{ + /// + /// Edge-to-edge Chebyshev distance — number of empty tiles between two + /// footprints. Adjacent (sharing an edge or corner) returns 0; one + /// empty tile between returns 1; overlapping returns 0. + /// + public static int EdgeToEdgeChebyshev(Combatant a, Combatant b) + { + int aSize = a.Size.FootprintTiles(); + int bSize = b.Size.FootprintTiles(); + int aMinX = (int)System.Math.Floor(a.Position.X); + int aMinY = (int)System.Math.Floor(a.Position.Y); + int aMaxX = aMinX + aSize - 1; + int aMaxY = aMinY + aSize - 1; + int bMinX = (int)System.Math.Floor(b.Position.X); + int bMinY = (int)System.Math.Floor(b.Position.Y); + int bMaxX = bMinX + bSize - 1; + int bMaxY = bMinY + bSize - 1; + + // Per-axis gap: positive = number of tile-steps to bring edges to + // touching (then -1 because touching = 0 empty tiles between). + int dx = System.Math.Max(0, System.Math.Max(aMinX - bMaxX, bMinX - aMaxX) - 1); + int dy = System.Math.Max(0, System.Math.Max(aMinY - bMaxY, bMinY - aMaxY) - 1); + return System.Math.Max(dx, dy); + } + + /// True if is within the attack's reach (melee) or short range (ranged). + public static bool IsInReach(Combatant attacker, Combatant defender, AttackOption attack) + { + int dist = EdgeToEdgeChebyshev(attacker, defender); + if (attack.IsRanged) + return dist <= attack.RangeLongTiles; + return dist <= attack.ReachTiles; + } + + /// True if the defender sits past short range (disadvantage on the attack). + public static bool IsLongRange(Combatant attacker, Combatant defender, AttackOption attack) + { + if (!attack.IsRanged) return false; + int dist = EdgeToEdgeChebyshev(attacker, defender); + return dist > attack.RangeShortTiles && dist <= attack.RangeLongTiles; + } + + /// + /// One step of greedy movement toward . Returns + /// the new position one tile closer in 8-connected (Chebyshev) space. + /// Movement budget is ignored — the caller is responsible for charging it. + /// + public static Vec2 StepToward(Vec2 from, Vec2 goal) + { + int dx = System.Math.Sign(goal.X - from.X); + int dy = System.Math.Sign(goal.Y - from.Y); + return new Vec2((int)from.X + dx, (int)from.Y + dy); + } +} diff --git a/Theriapolis.Core/Rules/Combat/ResidentInstantiator.cs b/Theriapolis.Core/Rules/Combat/ResidentInstantiator.cs new file mode 100644 index 0000000..55f0417 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/ResidentInstantiator.cs @@ -0,0 +1,171 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Settlements; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Phase 6 M1 — turns a chunk's records +/// into live s. +/// +/// Each with kind Resident sits at a +/// world-pixel position that emitted from a +/// . Resolution: +/// +/// 1. Walk the world's settlements. Find the one whose +/// contains a building footprint +/// that contains this spawn point. Within that building, find the +/// slot whose SpawnX/SpawnY match — that's the role tag. +/// 2. Look up the resident template. Named (anchor-prefixed) tags hit +/// directly. Generic +/// tags hit filtered by +/// equality, weighted by +/// . +/// 3. Build an from the chosen template. Register +/// named-role NPCs in the so quest +/// scripts can resolve them by symbolic id. +/// +/// The lookup is a linear walk over settlements (small N — < 100) but is +/// deterministic for a given (worldSeed, chunk, spawnIndex). +/// +public static class ResidentInstantiator +{ + /// + /// Resolve and spawn an NpcActor for a single Resident spawn record. + /// Returns null when the world has no resident template configured for + /// this slot's role tag (the spawn is silently dropped — the building + /// just stays empty, which is fine). + /// + public static NpcActor? Spawn( + ulong worldSeed, + TacticalChunk chunk, + int spawnIndex, + TacticalSpawn spawn, + WorldState world, + ContentResolver content, + ActorManager actors, + AnchorRegistry? registry = null) + { + if (spawn.Kind != SpawnKind.Resident) return null; + + int worldPxX = chunk.OriginX + spawn.LocalX; + int worldPxY = chunk.OriginY + spawn.LocalY; + + if (!TryFindSlot(world, worldPxX, worldPxY, out var settlement, out var building, out var slot)) + return null; + + var template = ResolveTemplate(slot.RoleTag, content, worldSeed, settlement!.Id, building!.Id, spawnIndex); + if (template is null) return null; + + var npc = new NpcActor(template) + { + Id = -1, // ActorManager assigns + Position = new Vec2(worldPxX, worldPxY), + SourceChunk = chunk.Coord, + SourceSpawnIndex = spawnIndex, + // The named role tag wins over the generic one declared on the + // template — preserves "millhaven.innkeeper" identity even when + // the generic "innkeeper" template is what spawned. + RoleTag = string.IsNullOrEmpty(slot.RoleTag) ? template.RoleTag : slot.RoleTag, + // Phase 6 M5 — anchor the resident to its host settlement so + // RepPropagation can compute their local faction standing. + HomeSettlementId = settlement.Id, + }; + + var spawned = actors.SpawnNpc(npc); + if (registry is not null) + { + if (settlement.Anchor is not null) + registry.RegisterAnchor(settlement.Anchor.Value, settlement.Id); + registry.RegisterRole(spawned.RoleTag, spawned.Id); + } + return spawned; + } + + /// + /// Pick the resident template for a given role tag. Named anchor- + /// prefixed tags ("millhaven.innkeeper") prefer named templates; + /// generic tags ("innkeeper") roll among matching generics by weight. + /// + public static ResidentTemplateDef? ResolveTemplate( + string roleTag, + ContentResolver content, + ulong worldSeed, + int settlementId, + int buildingId, + int spawnIndex) + { + // Named, anchor-prefixed: prefer the exact match. + if (content.ResidentsByRoleTag.TryGetValue(roleTag, out var named)) + return named; + + // Generic: collect all unnamed templates whose RoleTag equals the + // suffix-stripped tag (e.g. "millhaven.innkeeper" → "innkeeper"). + string suffix = roleTag; + int dot = roleTag.LastIndexOf('.'); + if (dot >= 0) suffix = roleTag[(dot + 1)..]; + + var pool = new List(); + foreach (var r in content.Residents.Values) + if (!r.Named && string.Equals(r.RoleTag, suffix, System.StringComparison.OrdinalIgnoreCase)) + pool.Add(r); + if (pool.Count == 0) return null; + if (pool.Count == 1) return pool[0]; + + // Weighted roll, deterministic per (worldSeed, settlementId, buildingId, spawnIndex). + var rng = SeededRng.ForSubsystem(worldSeed, + unchecked(C.RNG_NPC_SPAWN ^ (ulong)settlementId + ^ ((ulong)buildingId << 16) + ^ ((ulong)spawnIndex << 32))); + // Sort for stable iteration before the RNG roll. + pool.Sort(static (a, b) => string.Compare(a.Id, b.Id, System.StringComparison.Ordinal)); + float total = 0f; + foreach (var t in pool) total += System.Math.Max(0f, t.Weight); + if (total <= 0f) return pool[0]; + float roll = rng.NextFloat() * total; + float acc = 0f; + foreach (var t in pool) + { + acc += System.Math.Max(0f, t.Weight); + if (roll <= acc) return t; + } + return pool[^1]; + } + + /// + /// Walk the world's settlements to find the one whose building footprint + /// contains / AND + /// whose resident slot sits exactly on that point. + /// + public static bool TryFindSlot( + WorldState world, int worldPxX, int worldPxY, + out Settlement? settlement, out BuildingFootprint? building, out BuildingResidentSlot slot) + { + settlement = null; + building = null; + slot = default; + + foreach (var s in world.Settlements) + { + if (!s.BuildingsResolved) continue; + foreach (var b in s.Buildings) + { + if (!b.ContainsTile(worldPxX, worldPxY)) continue; + foreach (var r in b.Residents) + { + if (r.SpawnX == worldPxX && r.SpawnY == worldPxY) + { + settlement = s; + building = b; + slot = r; + return true; + } + } + } + } + return false; + } +} diff --git a/Theriapolis.Core/Rules/Combat/Resolver.cs b/Theriapolis.Core/Rules/Combat/Resolver.cs new file mode 100644 index 0000000..28535c3 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/Resolver.cs @@ -0,0 +1,208 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Pure d20-adjacent rule evaluator. Static — no per-encounter state lives +/// here; everything flows through (dice + log) and +/// the supplied instances (HP + conditions). +/// +/// Phase 5 M4 ships AttemptAttack, MakeSave, ApplyDamage, ApplyCondition. +/// Class-feature combat effects (Sneak Attack damage, Rage damage bonus, +/// fighting-style modifiers, etc.) are layered on at M6 by inspecting the +/// attacker's features in . +/// +public static class Resolver +{ + /// + /// Roll an attack from against + /// . Logs the outcome on + /// 's log. Mutates target HP if the attack hits. + /// + public static AttackResult AttemptAttack( + Encounter enc, + Combatant attacker, + Combatant target, + AttackOption attack, + SituationFlags situation = SituationFlags.None) + { + // Range/long-range disadvantage decoration: if the attack is ranged + // and the target is past short range, OR the calling code is firing + // a ranged attack into melee, fold those in. + if (attack.IsRanged && ReachAndCover.IsLongRange(attacker, target, attack)) + situation |= SituationFlags.LongRange; + + // Phase 6.5 M2 — Pack-Forged "Packmate's Howl" consumption: if the + // target is howl-marked by an ally of this attacker, force advantage + // on this attack roll. + if (FeatureProcessor.ConsumeHowlAdvantage(enc, attacker, target)) + situation |= SituationFlags.Advantage; + + // Phase 6.5 M3 — Frightened attackers roll at disadvantage. + if (attacker.Conditions.Contains(Condition.Frightened)) + situation |= SituationFlags.Disadvantage; + + var (kept, other) = enc.RollD20WithMode(situation); + // Phase 5 M6: stack Sentinel Stance and other per-combatant AC bonuses. + // Phase 6.5 M2 — pass the encounter so passive subclass AC features + // (Herd-Wall Interlock Shields, Lone Fang Isolation Bonus) can read + // positional state. + int totalAc = target.ArmorClass + situation.CoverAcBonus() + + FeatureProcessor.ApplyAcBonus(target, enc); + // Phase 6.5 M1: consume an inspiration die (Vocalization Dice) on + // attack rolls. The bonus applies to the d20 total *before* compare; + // crits/fumbles still trigger off the natural d20. + int inspirationBonus = FeatureProcessor.ConsumeInspirationDie(enc, attacker); + // Phase 6.5 M2 — subclass to-hit bonuses (Lone Fang Isolation Bonus). + int subclassToHit = FeatureProcessor.ApplyToHitBonus(attacker, enc); + // Phase 6.5 M3 — Covenant's Authority oath mark: -2 attack vs. marker. + int oathPenalty = FeatureProcessor.OathAttackPenalty(enc, attacker, target); + int attackTotal = kept + attack.ToHitBonus + inspirationBonus + subclassToHit + oathPenalty; + + bool natural1 = kept == 1; + bool natural20 = kept >= attack.CritOnNatural; + bool isCrit = natural20; + bool hit = !natural1 && (natural20 || attackTotal >= totalAc); + + int damage = 0; + if (hit) + { + // Damage roll wraps the per-die source so Great Weapon style + // can re-roll 1s/2s on damage dice without changing the resolver + // contract. The per-die delegate consumes RNG via the encounter. + damage = attack.Damage.Roll( + sides => FeatureProcessor.GreatWeaponReroll(enc, attacker, attack, enc.RollDie(sides), sides), + isCrit); + // Per-feature damage bonuses (Duelist, Rage, Sneak Attack). + damage += FeatureProcessor.ApplyDamageBonus(enc, attacker, target, attack, isCrit); + // Resistance halves damage (Rage vs phys). + if (FeatureProcessor.IsResisted(target, attack.Damage.DamageType)) + damage = damage / 2; + ApplyDamage(target, damage); + + // Phase 6.5 M2 — subclass on-hit triggers. + // Pack-Forged: melee hit marks the target so allies' next attack + // gets advantage. + if (!attack.IsRanged) + FeatureProcessor.OnPackForgedHit(enc, attacker, target, attack); + // Blood Memory: melee kill while raging triggers Predatory Surge. + if (target.IsDown && !attack.IsRanged && attacker.RageActive) + FeatureProcessor.OnBloodMemoryKill(enc, attacker, attack); + + // Phase 7 M0 — Antler-Guard Retaliatory Strike. Returns 1d8+CON + // to the attacker when the target is an Antler-Guard in Sentinel + // Stance hit by a melee attack. Calls ApplyDamage on the attacker + // directly; the encounter log carries the structured note. + if (!attack.IsRanged) + FeatureProcessor.OnAntlerGuardHit(enc, attacker, target, attack); + } + + var result = new AttackResult + { + AttackerId = attacker.Id, + TargetId = target.Id, + AttackName = attack.Name, + D20Roll = kept, + D20Other = other == -1 ? null : other, + ToHitBonus = attack.ToHitBonus, + AttackTotal = attackTotal, + TargetAc = totalAc, + Hit = hit, + Crit = isCrit && hit, + DamageRolled = damage, + TargetHpAfter = target.CurrentHp, + Situation = situation, + }; + + enc.AppendLog(CombatLogEntry.Kind.Attack, result.FormatLog(attacker.Name, target.Name)); + + if (target.IsDown) + enc.AppendLog(CombatLogEntry.Kind.Death, $"{target.Name} falls."); + + return result; + } + + /// + /// Roll a saving throw for against + /// . Bonus = ability mod + (proficient ? prof : 0). + /// + public static SaveResult MakeSave( + Encounter enc, + Combatant target, + SaveId save, + int dc, + bool isProficient = false, + SituationFlags situation = SituationFlags.None) + { + var (kept, _) = enc.RollD20WithMode(situation); + int bonus = AbilityScores.Mod(target.Abilities.Get(save.Ability())) + + (isProficient ? target.ProficiencyBonus : 0); + int total = kept + bonus; + bool succ = total >= dc; + + var result = new SaveResult + { + TargetId = target.Id, + Save = save, + D20Roll = kept, + SaveBonus = bonus, + SaveTotal = total, + Dc = dc, + Succeeded = succ, + }; + enc.AppendLog(CombatLogEntry.Kind.Save, + $"{target.Name} {save} save: {total} vs DC {dc} → {(succ ? "succeeds" : "fails")}"); + return result; + } + + /// + /// Subtract from 's + /// HP, clamped to 0. Does not log (callers like AttemptAttack handle + /// the structured log entry; this is the raw mutation). + /// + /// Phase 5 M6: when a player character drops to 0, install a + /// on the combatant; combat HUD reads + /// this and rolls a save at the start of the player's turn until the + /// loop resolves (stabilised, revived, or dead). + /// + public static void ApplyDamage(Combatant target, int damage) + { + if (damage <= 0) return; + target.CurrentHp = System.Math.Max(0, target.CurrentHp - damage); + if (target.CurrentHp == 0 && target.SourceCharacter is not null) + { + target.Conditions.Add(Condition.Unconscious); + target.DeathSaves ??= new DeathSaveTracker(); + } + } + + /// Heal up to MaxHp. Negative amounts are no-ops (use ApplyDamage). + public static void Heal(Combatant target, int amount) + { + if (amount <= 0) return; + target.CurrentHp = System.Math.Min(target.MaxHp, target.CurrentHp + amount); + // If the heal lifts a downed character above 0, the unconscious + // condition lifts automatically and the death-save loop resets. + if (target.CurrentHp > 0) + { + target.Conditions.Remove(Condition.Unconscious); + target.DeathSaves?.Reset(); + } + } + + /// Apply a condition to a target. Logs the change. + public static void ApplyCondition(Encounter enc, Combatant target, Condition condition) + { + if (target.Conditions.Add(condition)) + enc.AppendLog(CombatLogEntry.Kind.ConditionApplied, + $"{target.Name} is now {condition}."); + } + + /// Remove a condition from a target. Logs if it was present. + public static void RemoveCondition(Encounter enc, Combatant target, Condition condition) + { + if (target.Conditions.Remove(condition)) + enc.AppendLog(CombatLogEntry.Kind.ConditionEnded, + $"{target.Name} is no longer {condition}."); + } +} diff --git a/Theriapolis.Core/Rules/Combat/SaveResult.cs b/Theriapolis.Core/Rules/Combat/SaveResult.cs new file mode 100644 index 0000000..9c2aae1 --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/SaveResult.cs @@ -0,0 +1,14 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Core.Rules.Combat; + +public sealed record SaveResult +{ + public required int TargetId { get; init; } + public required SaveId Save { get; init; } + public required int D20Roll { get; init; } + public required int SaveBonus { get; init; } + public required int SaveTotal { get; init; } // D20Roll + bonus + public required int Dc { get; init; } + public required bool Succeeded { get; init; } +} diff --git a/Theriapolis.Core/Rules/Combat/SituationFlags.cs b/Theriapolis.Core/Rules/Combat/SituationFlags.cs new file mode 100644 index 0000000..ab9153f --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/SituationFlags.cs @@ -0,0 +1,61 @@ +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Per-attack situation modifiers. Flags compose: a Sneak Attack with +/// Advantage and Disadvantage (e.g. attacker prone, target shadowed) +/// cancels to a normal roll per d20 rules. +/// +/// Phase 5 M4 wires the basic six (Advantage/Disadvantage and the four +/// resolver-time tags); class-feature flags like Reckless Attack come in +/// M6 once the feature engine reads from this enum. +/// +[System.Flags] +public enum SituationFlags : uint +{ + None = 0, + Advantage = 1u << 0, + Disadvantage = 1u << 1, + /// Attacker is at long range — disadvantage on the roll per d20. + LongRange = 1u << 2, + /// Attacker has reach + a melee weapon vs. a target that has cover. + HalfCover = 1u << 3, + ThreeQuartersCover= 1u << 4, + /// Attacker meets the Sneak Attack precondition (advantage or ally adjacent). + SneakAttackEligible = 1u << 5, + /// Attacker is firing a ranged weapon at a target within 5 ft. — disadvantage. + RangedInMelee = 1u << 6, +} + +public static class SituationFlagsExtensions +{ + /// + /// True when the situation should roll the d20 with advantage. Per + /// d20 rules, advantage and disadvantage cancel exactly (no doubling). + /// + public static bool RollsAdvantage(this SituationFlags f) + { + bool adv = (f & SituationFlags.Advantage) != 0; + bool dis = (f & SituationFlags.Disadvantage) != 0 + || (f & SituationFlags.LongRange) != 0 + || (f & SituationFlags.RangedInMelee) != 0; + return adv && !dis; + } + + /// True when the situation rolls with disadvantage (and no compensating advantage). + public static bool RollsDisadvantage(this SituationFlags f) + { + bool adv = (f & SituationFlags.Advantage) != 0; + bool dis = (f & SituationFlags.Disadvantage) != 0 + || (f & SituationFlags.LongRange) != 0 + || (f & SituationFlags.RangedInMelee) != 0; + return dis && !adv; + } + + /// Cover modifier applied to AC: 0 / 2 / 5. + public static int CoverAcBonus(this SituationFlags f) + { + if ((f & SituationFlags.ThreeQuartersCover) != 0) return 5; + if ((f & SituationFlags.HalfCover) != 0) return 2; + return 0; + } +} diff --git a/Theriapolis.Core/Rules/Combat/Turn.cs b/Theriapolis.Core/Rules/Combat/Turn.cs new file mode 100644 index 0000000..6d0902c --- /dev/null +++ b/Theriapolis.Core/Rules/Combat/Turn.cs @@ -0,0 +1,38 @@ +namespace Theriapolis.Core.Rules.Combat; + +/// +/// Mutable per-turn state for the active combatant: action / bonus action / +/// reaction availability and remaining movement budget. The +/// rebuilds this when each new turn begins; the +/// consumes resources as the combatant uses them. +/// +/// Phase 5 M4 tracks the booleans but doesn't enforce them inside Resolver +/// (callers can attack twice in a turn if they want — useful for tests). +/// M5 introduces per-action-cost gating in the live PlayScreen wrapper. +/// +public struct Turn +{ + public int CombatantId; + public bool ActionAvailable; + public bool BonusActionAvailable; + public bool ReactionAvailable; + public int RemainingMovementFt; + + public static Turn FreshFor(int combatantId, int speedFt) => new() + { + CombatantId = combatantId, + ActionAvailable = true, + BonusActionAvailable = true, + ReactionAvailable = true, + RemainingMovementFt = speedFt, + }; + + public void ConsumeAction() => ActionAvailable = false; + public void ConsumeBonusAction() => BonusActionAvailable = false; + public void ConsumeReaction() => ReactionAvailable = false; + public void ConsumeMovement(int feet) + { + RemainingMovementFt -= feet; + if (RemainingMovementFt < 0) RemainingMovementFt = 0; + } +} diff --git a/Theriapolis.Core/Rules/Dialogue/DialogueContext.cs b/Theriapolis.Core/Rules/Dialogue/DialogueContext.cs new file mode 100644 index 0000000..f00395b --- /dev/null +++ b/Theriapolis.Core/Rules/Dialogue/DialogueContext.cs @@ -0,0 +1,49 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Core.Rules.Dialogue; + +/// +/// Phase 6 M3 — read/write window into player + npc state used by +/// to evaluate conditions and apply effects. +/// Keeps the runner free of direct PlayScreen / ActorManager references +/// so the runner can be unit-tested with a synthetic context. +/// +public sealed class DialogueContext +{ + public NpcActor Npc { get; } + public Rules.Character.Character Pc { get; } + public PlayerReputation Reputation { get; } + public Dictionary Flags { get; } + public ContentResolver Content { get; } + + /// Player position for tagging RepEvent origins. Optional; defaults to (0, 0) in tests. + public int PlayerWorldTileX { get; set; } + public int PlayerWorldTileY { get; set; } + public long WorldClockSeconds { get; set; } + + /// Set true by when an option fires the open_shop effect. + public bool ShopRequested { get; set; } + + /// + /// Phase 6 M3 — quest hook stub. set_flag-only for M3; the real quest + /// engine wires in M4 and consumes . + /// + public List StartQuestRequests { get; } = new(); + + public DialogueContext(NpcActor npc, Rules.Character.Character pc, + PlayerReputation rep, Dictionary flags, + ContentResolver content) + { + Npc = npc; + Pc = pc; + Reputation = rep; + Flags = flags; + Content = content; + } + + /// Effective disposition for the current NPC vs the player. Cached per dialogue turn — recomputed on demand. + public int EffectiveDispositionScore() + => EffectiveDisposition.For(Npc, Pc, Reputation, Content); +} diff --git a/Theriapolis.Core/Rules/Dialogue/DialogueRunner.cs b/Theriapolis.Core/Rules/Dialogue/DialogueRunner.cs new file mode 100644 index 0000000..0c977fc --- /dev/null +++ b/Theriapolis.Core/Rules/Dialogue/DialogueRunner.cs @@ -0,0 +1,328 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.Rules.Dialogue; + +/// +/// Phase 6 M3 — walks a graph, evaluates option +/// conditions, branches skill checks against a deterministic dice +/// stream, and applies effects. +/// +/// Determinism: +/// dialogueSeed = worldSeed ^ C.RNG_DIALOGUE ^ npcId ^ turnIndex +/// Each skill-check option pulls a fresh d20 keyed by +/// (npcId, turnIndex, optionIndex) — the cache means re-rendering +/// the same node (e.g. tooltip refresh) doesn't re-roll. +/// +/// The runner does not own UI. It exposes and +/// for the screen to render, plus for scrollback. The screen calls +/// when the player picks one; the runner returns a result describing +/// what happened (text to append, skill-check rolled, dialogue ended, +/// shop requested). +/// +public sealed class DialogueRunner +{ + private readonly DialogueDef _tree; + private readonly DialogueContext _ctx; + private readonly ulong _worldSeed; + private readonly ulong _npcId; + private readonly Dictionary _nodesById; + + /// Cache of (turnIndex, optionIndex) → (rolled, total) so re-renders don't re-roll. + private readonly Dictionary<(int turn, int option), SkillCheckRoll> _rollCache = new(); + + public int TurnIndex { get; private set; } + public DialogueNodeDef CurrentNode { get; private set; } + public List History { get; } = new(); + public bool IsOver { get; private set; } + + /// Direct accessor to the runtime context — exposed so the UI + /// can read after option selection. + public DialogueContext Context => _ctx; + + public DialogueRunner(DialogueDef tree, DialogueContext ctx, ulong worldSeed) + { + _tree = tree ?? throw new System.ArgumentNullException(nameof(tree)); + _ctx = ctx ?? throw new System.ArgumentNullException(nameof(ctx)); + _worldSeed = worldSeed; + _npcId = (ulong)ctx.Npc.Id; + + _nodesById = tree.Nodes.ToDictionary(n => n.Id, System.StringComparer.OrdinalIgnoreCase); + if (!_nodesById.TryGetValue(tree.Root, out var root)) + throw new System.InvalidOperationException($"Dialogue '{tree.Id}' root '{tree.Root}' missing"); + + CurrentNode = root; + AppendNodeText(root); + ApplyEffects(root.OnEnter); + } + + /// Options that pass their visibility predicates at the current turn. + public IEnumerable<(int Index, DialogueOptionDef Option)> VisibleOptions() + { + for (int i = 0; i < CurrentNode.Options.Length; i++) + { + var opt = CurrentNode.Options[i]; + if (AreConditionsMet(opt.Conditions)) + yield return (i, opt); + } + } + + /// + /// Pick an option by its index *into the original options array* (not + /// the visible-only list — index stability across re-renders). + /// + public DialogueChooseResult ChooseOption(int optionIndex) + { + if (IsOver) return DialogueChooseResult.Closed("(dialogue is already over)"); + if (optionIndex < 0 || optionIndex >= CurrentNode.Options.Length) + return DialogueChooseResult.Closed("(no such option)"); + var opt = CurrentNode.Options[optionIndex]; + if (!AreConditionsMet(opt.Conditions)) + return DialogueChooseResult.Closed("(option not available)"); + + // Append the player's choice to history. + History.Add(new DialogueLogEntry(DialogueSpeaker.Pc, opt.Text)); + TurnIndex++; + + // Skill-check option: roll, branch on success/failure, apply + // appropriate effects/next. + if (opt.SkillCheck is { } check) + { + var roll = ResolveSkillCheck(optionIndex, check); + string log = $" [{check.Skill.ToUpperInvariant()} DC {check.Dc}] roll {roll.D20Raw} + {roll.Bonus} = {roll.Total} → {(roll.Succeeded ? "SUCCESS" : "FAILURE")}"; + History.Add(new DialogueLogEntry(DialogueSpeaker.Narration, log)); + ApplyEffects(roll.Succeeded ? opt.EffectsOnSuccess : opt.EffectsOnFailure); + string nextId = roll.Succeeded ? opt.NextOnSuccess : opt.NextOnFailure; + return AdvanceTo(nextId, roll); + } + + // Plain option. + ApplyEffects(opt.Effects); + return AdvanceTo(opt.Next, default); + } + + /// Force-close the dialogue (player pressed Esc). + public void End() + { + if (IsOver) return; + IsOver = true; + } + + // ── Conditions ─────────────────────────────────────────────────────── + + private bool AreConditionsMet(DialogueConditionDef[] conditions) + { + foreach (var c in conditions) + if (!Evaluate(c)) return false; + return true; + } + + private bool Evaluate(DialogueConditionDef c) => c.Kind.ToLowerInvariant() switch + { + "rep_at_least" => RepFor(c.Faction) >= c.Value, + "rep_below" => RepFor(c.Faction) < c.Value, + "has_item" => HasItem(c.Id), + "not_has_item" => !HasItem(c.Id), + "has_flag" => _ctx.Flags.TryGetValue(c.Flag, out int v) && v != 0, + "not_has_flag" => !_ctx.Flags.TryGetValue(c.Flag, out int v2) || v2 == 0, + "ability_min" => AbilityMod(c.Ability) >= c.Value, + _ => true, // unknown kind → permissive (validated at content-load) + }; + + private int RepFor(string faction) + { + if (string.IsNullOrEmpty(faction)) + return _ctx.EffectiveDispositionScore(); + return _ctx.Reputation.Factions.Get(faction); + } + + private bool HasItem(string itemId) + { + if (string.IsNullOrEmpty(itemId)) return false; + foreach (var inst in _ctx.Pc.Inventory.Items) + if (string.Equals(inst.Def.Id, itemId, System.StringComparison.OrdinalIgnoreCase)) + return true; + return false; + } + + private int AbilityMod(string abilityRaw) + { + if (!System.Enum.TryParse(abilityRaw, true, out var id)) return 0; + return _ctx.Pc.Abilities.ModFor(id); + } + + // ── Effects ────────────────────────────────────────────────────────── + + private void ApplyEffects(DialogueEffectDef[] effects) + { + foreach (var e in effects) ApplyEffect(e); + } + + private void ApplyEffect(DialogueEffectDef e) + { + switch (e.Kind.ToLowerInvariant()) + { + case "set_flag": + _ctx.Flags[e.Flag] = e.Value; + break; + case "clear_flag": + _ctx.Flags.Remove(e.Flag); + break; + case "give_item": + if (_ctx.Content.Items.TryGetValue(e.Id, out var giveDef)) + _ctx.Pc.Inventory.Add(giveDef, System.Math.Max(1, e.Qty)); + break; + case "take_item": + TakeFromInventory(e.Id, System.Math.Max(1, e.Qty)); + break; + case "rep_event": + if (e.Event is { } ev) + SubmitRepEvent(ev); + break; + case "open_shop": + _ctx.ShopRequested = true; + break; + case "start_quest": + if (!string.IsNullOrEmpty(e.Quest)) + _ctx.StartQuestRequests.Add(e.Quest); + break; + case "give_xp": + _ctx.Pc.Xp = System.Math.Max(0, _ctx.Pc.Xp + e.Xp); + break; + } + } + + private void TakeFromInventory(string itemId, int qty) + { + if (string.IsNullOrEmpty(itemId)) return; + for (int i = _ctx.Pc.Inventory.Items.Count - 1; i >= 0 && qty > 0; i--) + { + var inst = _ctx.Pc.Inventory.Items[i]; + if (!string.Equals(inst.Def.Id, itemId, System.StringComparison.OrdinalIgnoreCase)) continue; + int take = System.Math.Min(qty, inst.Qty); + inst.Qty -= take; + qty -= take; + if (inst.Qty <= 0) _ctx.Pc.Inventory.Remove(inst); + } + } + + private void SubmitRepEvent(DialogueRepEventDef ev) + { + if (!System.Enum.TryParse(ev.Kind, true, out var kind)) kind = RepEventKind.Dialogue; + var live = new RepEvent + { + Kind = kind, + FactionId = ev.Faction, + RoleTag = string.IsNullOrEmpty(ev.RoleTag) ? _ctx.Npc.RoleTag : ev.RoleTag, + Magnitude = ev.Magnitude, + Note = ev.Note, + OriginTileX = _ctx.PlayerWorldTileX, + OriginTileY = _ctx.PlayerWorldTileY, + TimestampSeconds = _ctx.WorldClockSeconds, + }; + _ctx.Reputation.Submit(live, _ctx.Content.Factions); + } + + // ── Skill check ────────────────────────────────────────────────────── + + private SkillCheckRoll ResolveSkillCheck(int optionIndex, DialogueSkillCheckDef check) + { + var key = (TurnIndex - 1, optionIndex); + if (_rollCache.TryGetValue(key, out var cached)) return cached; + + var skill = SkillIdExtensions.FromJson(check.Skill); + int abilityMod = _ctx.Pc.Abilities.ModFor(skill.Ability()); + int profBonus = _ctx.Pc.SkillProficiencies.Contains(skill) ? _ctx.Pc.ProficiencyBonus : 0; + int bonus = abilityMod + profBonus; + + ulong seed = _worldSeed + ^ C.RNG_DIALOGUE + ^ _npcId + ^ ((ulong)(uint)key.Item1 << 8) + ^ ((ulong)(uint)key.Item2 << 24); + var rng = new SeededRng(seed); + int d20 = (int)(rng.NextUInt64() % 20UL) + 1; + int total = d20 + bonus; + + var roll = new SkillCheckRoll(skill, check.Dc, d20, bonus, total, total >= check.Dc); + _rollCache[key] = roll; + return roll; + } + + // ── Node transitions ───────────────────────────────────────────────── + + private DialogueChooseResult AdvanceTo(string nextId, SkillCheckRoll skillRoll) + { + if (string.IsNullOrEmpty(nextId) || string.Equals(nextId, "", System.StringComparison.OrdinalIgnoreCase)) + { + IsOver = true; + return DialogueChooseResult.Closed(skillRoll.Skill == 0 ? "" : ""); + } + if (!_nodesById.TryGetValue(nextId, out var next)) + { + IsOver = true; + return DialogueChooseResult.Closed($"(missing node '{nextId}' — content bug)"); + } + CurrentNode = next; + AppendNodeText(next); + ApplyEffects(next.OnEnter); + return DialogueChooseResult.Advanced(skillRoll); + } + + private void AppendNodeText(DialogueNodeDef node) + { + var speaker = node.Speaker.ToLowerInvariant() switch + { + "pc" => DialogueSpeaker.Pc, + "narration" => DialogueSpeaker.Narration, + _ => DialogueSpeaker.Npc, + }; + History.Add(new DialogueLogEntry(speaker, ResolvePlaceholders(node.Text))); + } + + /// + /// Substitute placeholders in dialogue text. Phase 6 M3 supports + /// {pc.name}, {npc.role}, {npc.name}, {disposition_label}. + /// + private string ResolvePlaceholders(string text) + { + if (string.IsNullOrEmpty(text)) return text; + return text + .Replace("{pc.name}", _ctx.Pc is null ? "Wanderer" : "the wanderer", System.StringComparison.OrdinalIgnoreCase) + .Replace("{npc.role}", _ctx.Npc.RoleTag ?? "", System.StringComparison.OrdinalIgnoreCase) + .Replace("{npc.name}", _ctx.Npc.DisplayName, System.StringComparison.OrdinalIgnoreCase) + .Replace("{disposition_label}", + DispositionLabels.DisplayName(DispositionLabels.For(_ctx.EffectiveDispositionScore())), + System.StringComparison.OrdinalIgnoreCase); + } +} + +public enum DialogueSpeaker : byte { Npc, Pc, Narration } + +public readonly record struct DialogueLogEntry(DialogueSpeaker Speaker, string Text); + +public readonly record struct SkillCheckRoll(SkillId Skill, int Dc, int D20Raw, int Bonus, int Total, bool Succeeded); + +public readonly struct DialogueChooseResult +{ + public bool ClosedAfter { get; } + public string Note { get; } + public SkillCheckRoll? Roll { get; } + + private DialogueChooseResult(bool closed, string note, SkillCheckRoll? roll) + { + ClosedAfter = closed; + Note = note; + Roll = roll; + } + + public static DialogueChooseResult Closed(string note) + => new(true, note, null); + + public static DialogueChooseResult Advanced(SkillCheckRoll roll) + => new(false, "", roll.Dc == 0 ? null : roll); +} diff --git a/Theriapolis.Core/Rules/Dialogue/ShopPricing.cs b/Theriapolis.Core/Rules/Dialogue/ShopPricing.cs new file mode 100644 index 0000000..a245805 --- /dev/null +++ b/Theriapolis.Core/Rules/Dialogue/ShopPricing.cs @@ -0,0 +1,80 @@ +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Core.Rules.Dialogue; + +/// +/// Phase 6 M3 — disposition-driven shop modifiers per the plan §4.6. +/// +/// NEMESIS → service refused +/// HOSTILE → service refused +/// ANTAGONISTIC..UNFRIENDLY → +25% prices, +10% sell discount +/// NEUTRAL → base prices +/// FAVORABLE → -10% buy +/// FRIENDLY → -20% buy +/// ALLIED → -30% buy +/// CHAMPION → -40% buy +/// +/// Phase 6 M3 ships buy-side adjustment only; sell-side is mirrored at +/// 50% of the buy modifier so a friendly merchant pays a small premium +/// without dual-tunable knobs. +/// +public static class ShopPricing +{ + /// True if the player can shop at all given the disposition score. + public static bool ServiceAvailable(int dispositionScore) + { + var label = DispositionLabels.For(dispositionScore); + return label != DispositionLabel.Nemesis && label != DispositionLabel.Hostile; + } + + /// + /// Multiplier applied to a price the player pays. 1.0 = base; >1 = + /// markup; <1 = discount. Caller multiplies the item's listed cost + /// and rounds. + /// + public static float BuyMultiplier(int dispositionScore) + { + var label = DispositionLabels.For(dispositionScore); + return label switch + { + DispositionLabel.Nemesis => 99f, // shouldn't be called; sentinel + DispositionLabel.Hostile => 99f, + DispositionLabel.Antagonistic => 1.25f, + DispositionLabel.Unfriendly => 1.25f, + DispositionLabel.Neutral => 1.00f, + DispositionLabel.Favorable => 0.90f, + DispositionLabel.Friendly => 0.80f, + DispositionLabel.Allied => 0.70f, + DispositionLabel.Champion => 0.60f, + _ => 1.00f, + }; + } + + /// Multiplier applied to a price the merchant pays the player on sell-back. + public static float SellMultiplier(int dispositionScore) + { + // Mirror buy modifier toward 1.0 by 50%: friendly buy = 0.80 → + // friendly sell = 0.60 (you still take a haircut), antagonistic + // buy = 1.25 → antagonistic sell = 0.30. + var label = DispositionLabels.For(dispositionScore); + return label switch + { + DispositionLabel.Antagonistic => 0.35f, + DispositionLabel.Unfriendly => 0.40f, + DispositionLabel.Neutral => 0.50f, + DispositionLabel.Favorable => 0.55f, + DispositionLabel.Friendly => 0.60f, + DispositionLabel.Allied => 0.65f, + DispositionLabel.Champion => 0.70f, + _ => 0f, // refused at Hostile / Nemesis + }; + } + + /// Buy price for one unit (rounded up). Cost is in the item's "cost_fang" or equivalent unit. + public static int BuyPriceFor(int baseCost, int dispositionScore) + => System.Math.Max(1, (int)System.Math.Ceiling(baseCost * BuyMultiplier(dispositionScore))); + + /// Sell price for one unit (rounded down). + public static int SellPriceFor(int baseCost, int dispositionScore) + => System.Math.Max(0, (int)System.Math.Floor(baseCost * SellMultiplier(dispositionScore))); +} diff --git a/Theriapolis.Core/Rules/Quests/QuestContext.cs b/Theriapolis.Core/Rules/Quests/QuestContext.cs new file mode 100644 index 0000000..9a9bccf --- /dev/null +++ b/Theriapolis.Core/Rules/Quests/QuestContext.cs @@ -0,0 +1,80 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Time; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Settlements; + +namespace Theriapolis.Core.Rules.Quests; + +/// +/// Phase 6 M4 — read/write window the QuestEngine uses to evaluate +/// conditions and apply effects. Deliberately holds references rather +/// than copies so engine ticks see live state. +/// +public sealed class QuestContext +{ + public ContentResolver Content { get; } + public ActorManager Actors { get; } + public PlayerReputation Reputation { get; } + public Dictionary Flags { get; } + public AnchorRegistry Anchors { get; } + public WorldClock Clock { get; } + public WorldState World { get; } + public Rules.Character.Character? PlayerCharacter { get; set; } + + /// Most recent dialogue node id reached, surfaced by InteractionScreen for the dialogue_choice condition. + public string LastDialogueNodeReached { get; set; } = ""; + + public QuestContext(ContentResolver content, ActorManager actors, + PlayerReputation rep, Dictionary flags, + AnchorRegistry anchors, WorldClock clock, WorldState world) + { + Content = content; + Actors = actors; + Reputation = rep; + Flags = flags; + Anchors = anchors; + Clock = clock; + World = world; + } + + public bool HasItem(string itemId) + { + if (PlayerCharacter is null) return false; + foreach (var inst in PlayerCharacter.Inventory.Items) + if (string.Equals(inst.Def.Id, itemId, System.StringComparison.OrdinalIgnoreCase)) + return true; + return false; + } + + /// + /// Position of the live player actor in tactical-tile (= world-pixel) + /// space, or null if the actor isn't yet spawned. + /// + public (int x, int y)? PlayerTacticalPos() + { + if (Actors.Player is null) return null; + return ((int)Actors.Player.Position.X, (int)Actors.Player.Position.Y); + } + + /// + /// World-tile Chebyshev distance from the player to the settlement + /// with the given id, or null if the player or settlement isn't + /// resolvable. + /// + public int? PlayerDistanceToSettlement(int settlementId) + { + if (Actors.Player is null) return null; + Settlement? s = null; + foreach (var sx in World.Settlements) + if (sx.Id == settlementId) { s = sx; break; } + if (s is null) return null; + int playerWX = (int)Actors.Player.Position.X / C.WORLD_TILE_PIXELS; + int playerWY = (int)Actors.Player.Position.Y / C.WORLD_TILE_PIXELS; + int dx = System.Math.Abs(playerWX - s.TileX); + int dy = System.Math.Abs(playerWY - s.TileY); + return System.Math.Max(dx, dy); + } +} diff --git a/Theriapolis.Core/Rules/Quests/QuestEngine.cs b/Theriapolis.Core/Rules/Quests/QuestEngine.cs new file mode 100644 index 0000000..9bc3213 --- /dev/null +++ b/Theriapolis.Core/Rules/Quests/QuestEngine.cs @@ -0,0 +1,343 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Core.Rules.Quests; + +/// +/// Phase 6 M4 — quest engine. Owns the active + completed quest lists. +/// On each it walks active quests, evaluates each +/// step's , fires +/// +outcomes when ready, and chains +/// transitions until no further step fires this tick. +/// +/// The engine is intentionally not a script interpreter — every trigger +/// and effect is one of a closed set of enum-tagged kinds (plan §8: hard +/// rule). New behaviour goes in via a new kind, never via dynamic code. +/// +public sealed class QuestEngine +{ + private readonly Dictionary _active = new(System.StringComparer.OrdinalIgnoreCase); + private readonly Dictionary _completed = new(System.StringComparer.OrdinalIgnoreCase); + + public IReadOnlyDictionary Active => _active; + public IReadOnlyDictionary Completed => _completed; + + /// Append-only player-facing log of "milestones reached" for the journal screen. + public List Journal { get; } = new(); + + public QuestStatus StatusOf(string questId) + { + if (_active.TryGetValue(questId, out var a)) return a.Status; + if (_completed.TryGetValue(questId, out var c)) return c.Status; + return QuestStatus.Active; // sentinel for "never started" — caller checks IsKnown + } + + public bool IsActive(string questId) => _active.ContainsKey(questId); + public bool IsCompleted(string questId) => _completed.TryGetValue(questId, out var c) && c.Status == QuestStatus.Completed; + public bool IsFailed(string questId) => _completed.TryGetValue(questId, out var c) && c.Status == QuestStatus.Failed; + + public QuestState? Get(string questId) + => _active.TryGetValue(questId, out var a) ? a + : _completed.TryGetValue(questId, out var c) ? c + : null; + + /// + /// Start a quest. Idempotent — re-starting an already-active quest is + /// a no-op; re-starting a completed quest is also a no-op (Phase 6 + /// M4 has no "redo" semantics). + /// + public bool Start(string questId, QuestContext ctx) + { + if (_active.ContainsKey(questId) || _completed.ContainsKey(questId)) return false; + if (!ctx.Content.Quests.TryGetValue(questId, out var def)) return false; + if (_active.Count >= C.QUEST_MAX_ACTIVE) return false; + + var state = new QuestState + { + QuestId = questId, + CurrentStep = def.EntryStep, + Status = QuestStatus.Active, + StartedAt = ctx.Clock.InGameSeconds, + StepStartedAt = ctx.Clock.InGameSeconds, + }; + _active[questId] = state; + Journal.Add($"Started: {def.Title}"); + + // Run on_enter for the entry step immediately so the quest can do + // setup (set_flag, give_item, etc.) before its first tick. + if (FindStep(def, def.EntryStep) is { } entry) + ApplyEffects(entry.OnEnter, ctx, state); + + // The entry step might itself satisfy its outcomes immediately + // (e.g. trigger conditions all already met). Run a follow-up tick. + TickQuest(def, state, ctx); + return true; + } + + /// End an active quest manually (e.g. dialogue effect or quest-failure step). + public void End(string questId, QuestStatus status, QuestContext ctx) + { + if (!_active.TryGetValue(questId, out var state)) return; + if (!ctx.Content.Quests.TryGetValue(questId, out var def)) return; + FinishQuest(def, state, status); + } + + /// Per-frame tick. Runs auto-start checks then advances every active quest. + public void Tick(QuestContext ctx) + { + // Auto-start checks: any quest whose AutoStartWhen conditions all + // pass and which isn't yet active or completed kicks off. + foreach (var def in ctx.Content.Quests.Values) + { + if (def.AutoStartWhen.Length == 0) continue; + if (_active.ContainsKey(def.Id) || _completed.ContainsKey(def.Id)) continue; + if (AreConditionsMet(def.AutoStartWhen, ctx)) + Start(def.Id, ctx); + } + + // Advance each active quest. Collect first to allow Tick → end-quest + // → modify _active mid-iteration. + var snap = new List(_active.Values); + foreach (var state in snap) + { + if (!ctx.Content.Quests.TryGetValue(state.QuestId, out var def)) continue; + if (state.Status != QuestStatus.Active) continue; + TickQuest(def, state, ctx); + } + } + + /// Walk one quest forward until no step fires this tick. + private void TickQuest(QuestDef def, QuestState state, QuestContext ctx) + { + // Iterate so an outcome that lands on a step whose triggers also + // fire chains into the next step in the same frame. + int hops = 0; + const int MaxHops = 32; // sanity guard against pathological cycles + while (hops++ < MaxHops) + { + var step = FindStep(def, state.CurrentStep); + if (step is null) break; + + // Quest-terminal step? + if (step.CompletesQuest) { FinishQuest(def, state, QuestStatus.Completed); return; } + if (step.FailsQuest) { FinishQuest(def, state, QuestStatus.Failed); return; } + + // Triggers gate the step: if not all met, wait for next tick. + if (step.TriggerConditions.Length > 0 && !AreConditionsMet(step.TriggerConditions, ctx)) + break; + + // Pick first outcome whose `when` clauses are all satisfied. + QuestOutcomeDef? chosen = null; + foreach (var o in step.Outcomes) + { + if (o.When.Length == 0 || AreConditionsMet(o.When, ctx)) + { + chosen = o; + break; + } + } + if (chosen is null) break; + + ApplyEffects(chosen.Effects, ctx, state); + string? nextId = string.Equals(chosen.Next, "", System.StringComparison.OrdinalIgnoreCase) + ? null + : chosen.Next; + if (nextId is null) { FinishQuest(def, state, QuestStatus.Completed); return; } + state.CurrentStep = nextId; + state.StepStartedAt = ctx.Clock.InGameSeconds; + Journal.Add($" → {def.Id}: '{nextId}'"); + // Run on_enter for the new step. + if (FindStep(def, nextId) is { } newStep) + ApplyEffects(newStep.OnEnter, ctx, state); + } + } + + private void FinishQuest(QuestDef def, QuestState state, QuestStatus status) + { + state.Status = status; + _active.Remove(def.Id); + // Cap completed history to keep save size bounded. + if (_completed.Count >= C.QUEST_LOG_COMPLETED_LIMIT) + { + // Drop the oldest (insertion order via OrderBy on StartedAt). + string? oldest = _completed.Values.OrderBy(s => s.StartedAt).FirstOrDefault()?.QuestId; + if (oldest is not null) _completed.Remove(oldest); + } + _completed[def.Id] = state; + Journal.Add(status switch + { + QuestStatus.Completed => $"Completed: {def.Title}", + QuestStatus.Failed => $"Failed: {def.Title}", + _ => $"Ended: {def.Title}", + }); + } + + private static QuestStepDef? FindStep(QuestDef def, string stepId) + { + foreach (var s in def.Steps) + if (string.Equals(s.Id, stepId, System.StringComparison.OrdinalIgnoreCase)) + return s; + return null; + } + + // ── Conditions ─────────────────────────────────────────────────────── + + private bool AreConditionsMet(QuestConditionDef[] conditions, QuestContext ctx) + { + foreach (var c in conditions) + if (!Evaluate(c, ctx)) return false; + return true; + } + + private bool Evaluate(QuestConditionDef c, QuestContext ctx) => c.Kind.ToLowerInvariant() switch + { + "flag_set" => ctx.Flags.TryGetValue(c.Flag, out int v) && v != 0, + "flag_clear" => !ctx.Flags.TryGetValue(c.Flag, out int v2) || v2 == 0, + "flag_at_least" => ctx.Flags.TryGetValue(c.Flag, out int vv) && vv >= c.Value, + "enter_anchor" => CheckEnterAnchor(c, ctx), + "enter_role_proximity" => CheckEnterRoleProximity(c, ctx), + "npc_dead" => CheckNpcAlive(c, ctx) is { } liveDead && !liveDead, + "npc_alive" => CheckNpcAlive(c, ctx) is { } live && live, + "time_elapsed_seconds" => ctx.Clock.InGameSeconds >= c.Seconds, + "rep_at_least" => RepFor(c.Faction, ctx) >= c.Value, + "rep_below" => RepFor(c.Faction, ctx) < c.Value, + "has_item" => ctx.HasItem(c.Id), + "not_has_item" => !ctx.HasItem(c.Id), + "quest_complete" => IsCompleted(c.Quest), + "quest_active" => IsActive(c.Quest), + "dialogue_choice" => string.Equals(ctx.LastDialogueNodeReached, c.Id, + System.StringComparison.OrdinalIgnoreCase), + _ => false, + }; + + private bool CheckEnterAnchor(QuestConditionDef c, QuestContext ctx) + { + if (string.IsNullOrEmpty(c.Anchor)) return false; + int? sId = ctx.Anchors.ResolveAnchor(c.Anchor.StartsWith("anchor:") + ? c.Anchor : $"anchor:{c.Anchor}"); + if (sId is null) return false; + var dist = ctx.PlayerDistanceToSettlement(sId.Value); + return dist is not null && dist.Value <= C.QUEST_ENTER_ANCHOR_RADIUS_TILES; + } + + private bool CheckEnterRoleProximity(QuestConditionDef c, QuestContext ctx) + { + if (string.IsNullOrEmpty(c.Role)) return false; + int? npcId = ctx.Anchors.ResolveRole(c.Role.StartsWith("role:") + ? c.Role : $"role:{c.Role}"); + if (npcId is null) return false; + if (ctx.PlayerTacticalPos() is not { } ppos) return false; + + foreach (var npc in ctx.Actors.Npcs) + { + if (npc.Id != npcId.Value) continue; + int dx = (int)System.Math.Abs(npc.Position.X - ppos.x); + int dy = (int)System.Math.Abs(npc.Position.Y - ppos.y); + return System.Math.Max(dx, dy) <= C.QUEST_ENTER_ROLE_RADIUS_TILES; + } + return false; + } + + private bool? CheckNpcAlive(QuestConditionDef c, QuestContext ctx) + { + string roleTag = string.IsNullOrEmpty(c.Role) ? c.Npc : c.Role; + if (string.IsNullOrEmpty(roleTag)) return null; + int? npcId = ctx.Anchors.ResolveRole(roleTag.StartsWith("role:") ? roleTag : $"role:{roleTag}"); + if (npcId is null) + { + // The NPC is not currently spawned; treat as ALIVE if the engine + // hasn't recorded a kill flag (chunks evict NPCs frequently). + return true; + } + foreach (var npc in ctx.Actors.Npcs) + if (npc.Id == npcId.Value) return npc.IsAlive; + return true; + } + + private static int RepFor(string faction, QuestContext ctx) + { + if (string.IsNullOrEmpty(faction)) return 0; + return ctx.Reputation.Factions.Get(faction); + } + + // ── Effects ────────────────────────────────────────────────────────── + + private void ApplyEffects(QuestEffectDef[] effects, QuestContext ctx, QuestState state) + { + foreach (var e in effects) ApplyEffect(e, ctx, state); + } + + private void ApplyEffect(QuestEffectDef e, QuestContext ctx, QuestState state) + { + switch (e.Kind.ToLowerInvariant()) + { + case "set_flag": ctx.Flags[e.Flag] = e.Value; break; + case "clear_flag": ctx.Flags.Remove(e.Flag); break; + case "give_item": + if (ctx.PlayerCharacter is not null && ctx.Content.Items.TryGetValue(e.Id, out var giveDef)) + ctx.PlayerCharacter.Inventory.Add(giveDef, System.Math.Max(1, e.Qty)); + break; + case "take_item": TakeItem(ctx, e.Id, System.Math.Max(1, e.Qty)); break; + case "give_xp": + if (ctx.PlayerCharacter is not null) + ctx.PlayerCharacter.Xp = System.Math.Max(0, ctx.PlayerCharacter.Xp + e.Xp); + break; + case "rep_event": if (e.Event is { } ev) SubmitRepEvent(ev, ctx); break; + case "start_quest": if (!string.IsNullOrEmpty(e.Quest)) Start(e.Quest, ctx); break; + case "end_quest": if (_active.ContainsKey(state.QuestId)) FinishQuest( + ctx.Content.Quests[state.QuestId], state, QuestStatus.Completed); break; + case "fail_quest": if (_active.ContainsKey(state.QuestId)) FinishQuest( + ctx.Content.Quests[state.QuestId], state, QuestStatus.Failed); break; + // spawn_npc / despawn_npc are M4 stubs — Phase 6 M5 wires the + // residency manipulation. Recording in the journal so the + // player can see the quest *intends* it. + case "spawn_npc": Journal.Add($"(quest) spawn_npc {e.Role} ← {e.Template}"); break; + case "despawn_npc": Journal.Add($"(quest) despawn_npc {e.Role}"); break; + } + } + + private static void TakeItem(QuestContext ctx, string itemId, int qty) + { + if (ctx.PlayerCharacter is null || string.IsNullOrEmpty(itemId)) return; + var inv = ctx.PlayerCharacter.Inventory; + for (int i = inv.Items.Count - 1; i >= 0 && qty > 0; i--) + { + var inst = inv.Items[i]; + if (!string.Equals(inst.Def.Id, itemId, System.StringComparison.OrdinalIgnoreCase)) continue; + int take = System.Math.Min(qty, inst.Qty); + inst.Qty -= take; + qty -= take; + if (inst.Qty <= 0) inv.Remove(inst); + } + } + + private static void SubmitRepEvent(DialogueRepEventDef ev, QuestContext ctx) + { + if (!System.Enum.TryParse(ev.Kind, true, out var kind)) kind = RepEventKind.Quest; + var live = new RepEvent + { + Kind = kind, + FactionId = ev.Faction, + RoleTag = ev.RoleTag, + Magnitude = ev.Magnitude, + Note = ev.Note, + TimestampSeconds = ctx.Clock.InGameSeconds, + }; + ctx.Reputation.Submit(live, ctx.Content.Factions); + } + + public void Clear() + { + _active.Clear(); + _completed.Clear(); + Journal.Clear(); + } + + /// + /// Save-load helpers — used by to + /// restore engine state without re-firing on_enter effects (those + /// already applied in the saved game). + /// + public void AdoptActive(QuestState state) => _active[state.QuestId] = state; + public void AdoptCompleted(QuestState state) => _completed[state.QuestId] = state; +} diff --git a/Theriapolis.Core/Rules/Quests/QuestState.cs b/Theriapolis.Core/Rules/Quests/QuestState.cs new file mode 100644 index 0000000..be3897d --- /dev/null +++ b/Theriapolis.Core/Rules/Quests/QuestState.cs @@ -0,0 +1,30 @@ +namespace Theriapolis.Core.Rules.Quests; + +/// +/// Phase 6 M4 — runtime per-quest state. One instance per active or +/// completed quest. The looks up the parent +/// by id when ticking, so this struct stays +/// small and serialises cleanly into the save layer. +/// +public sealed class QuestState +{ + public string QuestId { get; init; } = ""; + public string CurrentStep { get; set; } = ""; + public QuestStatus Status { get; set; } = QuestStatus.Active; + + /// WorldClock seconds when the quest started. + public long StartedAt { get; set; } + + /// WorldClock seconds when the current step entered. + public long StepStartedAt { get; set; } + + /// Free-form journal entries the player can browse from QuestLog. + public List Journal { get; } = new(); +} + +public enum QuestStatus : byte +{ + Active = 0, + Completed = 1, + Failed = 2, +} diff --git a/Theriapolis.Core/Rules/Reputation/BetrayalCascade.cs b/Theriapolis.Core/Rules/Reputation/BetrayalCascade.cs new file mode 100644 index 0000000..51b9749 --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/BetrayalCascade.cs @@ -0,0 +1,186 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; + +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6.5 M7 — when a player betrays a specific NPC (a +/// event with negative magnitude), +/// the betrayal doesn't stay personal. The cascade applies: +/// +/// 1. **Personal disposition** drops by the event's magnitude (already +/// handled by ; this layer +/// doesn't re-apply that delta). +/// 2. **Permanent memory flag** "betrayed_me" on the NPC's +/// personal record (also already handled by +/// via the +/// property — we +/// additionally write the explicit memory tag for dialogue gates that +/// check has_memory_flag: betrayed_me). +/// 3. **Faction propagation** — a tier-mapped negative delta is applied +/// to the betrayed NPC's primary faction; the existing opposition +/// matrix in handles the +/// faction-side cascade. +/// 4. **Permanent aggro** — for guards/patrols, set +/// . They attack on +/// sight regardless of faction-standing recovery. +/// 5. **Ledger entry** — a faction-tagged event mirrors the personal +/// event so the reputation screen can show "Betrayed Asha · cost +/// -25 with Hybrid Underground" breadcrumbs. +/// +/// Magnitude tier mapping (most-negative wins): +/// ≤ → -50 faction +/// ≤ → -30 faction +/// ≤ → -15 faction +/// ≤ → -5 faction +/// +/// The cascade is **deterministic** per the input event id — same event, +/// same outcome — so save/load round-trips reproduce identically. +/// +public static class BetrayalCascade +{ + /// + /// Apply the cascade for an already-applied betrayal event. Caller is + /// responsible for having 'd the + /// underlying first; this helper layers the + /// cross-cutting consequences on top. + /// + /// is the live actor list — guards / patrols + /// belonging to the betrayed NPC's faction get the permanent-aggro + /// flag. Pass an empty enumerable when no live actors are available + /// (Tools / tests). + /// + public static BetrayalCascadeResult Apply( + RepEvent betrayalEvent, + PlayerReputation rep, + NpcActor? betrayedNpc, + IEnumerable npcs, + IReadOnlyDictionary factions) + { + if (betrayalEvent is null) throw new System.ArgumentNullException(nameof(betrayalEvent)); + if (betrayalEvent.Kind != RepEventKind.Betrayal || betrayalEvent.Magnitude >= 0) + return BetrayalCascadeResult.Empty; + + // 1 + 2: PersonalDisposition.Apply already wrote the magnitude AND + // flipped Betrayed=true. The dialogue layer reads + // Memory.Contains("betrayed_me"); ensure the explicit tag is + // present (Apply only writes implicit flags). + if (!string.IsNullOrEmpty(betrayalEvent.RoleTag)) + rep.PersonalFor(betrayalEvent.RoleTag).Memory.Add("betrayed_me"); + + // 3: Faction propagation. Pick the tier from the magnitude; map to + // the faction-side delta; apply via FactionStanding.Apply (which + // cascades through the opposition matrix automatically). + int factionDelta = ResolveFactionDelta(betrayalEvent.Magnitude); + string targetFaction = ResolveFactionForBetrayal(betrayedNpc, betrayalEvent); + var factionDeltas = new List<(string FactionId, int Delta)>(); + if (!string.IsNullOrEmpty(targetFaction) && factionDelta != 0) + { + factionDeltas = rep.Factions.Apply(targetFaction, factionDelta, factions); + + // Mirror to the ledger as a separate, faction-tagged event so + // the reputation screen can answer "why did Hybrid Underground + // cool to you?" with "you betrayed Asha". + rep.Ledger.Append(new RepEvent + { + Kind = RepEventKind.Betrayal, + FactionId = targetFaction, + RoleTag = betrayalEvent.RoleTag, + Magnitude = factionDelta, + Note = $"betrayal cascade ({betrayalEvent.Note})", + OriginTileX = betrayalEvent.OriginTileX, + OriginTileY = betrayalEvent.OriginTileY, + TimestampSeconds = betrayalEvent.TimestampSeconds, + }); + } + + // 4: Permanent aggro for guards/patrols belonging to the same faction + // as the betrayed NPC. Read npc.BehaviorId to identify guard-style + // NPCs (brigand / patrol / poi_guard); friendly merchants / + // residents don't go full-aggro on betrayal. + int aggroFlipped = 0; + if (!string.IsNullOrEmpty(targetFaction)) + { + foreach (var npc in npcs) + { + if (!npc.IsAlive) continue; + if (npc.PermanentAggroAfterBetrayal) continue; // already flagged + if (string.IsNullOrEmpty(npc.FactionId)) continue; + if (!string.Equals(npc.FactionId, targetFaction, + System.StringComparison.OrdinalIgnoreCase)) continue; + if (!IsAggroEligibleBehavior(npc)) continue; + npc.PermanentAggroAfterBetrayal = true; + aggroFlipped++; + } + } + + return new BetrayalCascadeResult( + personalRoleTag: betrayalEvent.RoleTag, + personalMagnitude: betrayalEvent.Magnitude, + factionId: targetFaction, + factionDeltas: factionDeltas, + permanentAggroFlipped: aggroFlipped); + } + + /// + /// Tier the personal-disposition magnitude into the faction-side delta. + /// "Most-negative wins" — the player's worst-case betrayal sets the + /// floor; lighter betrayals get smaller cascades. + /// + public static int ResolveFactionDelta(int personalMagnitude) + { + if (personalMagnitude >= 0) return 0; // not a betrayal + if (personalMagnitude <= C.BETRAYAL_MAGNITUDE_CRITICAL) + return C.BETRAYAL_FACTION_DELTA_CRITICAL; + if (personalMagnitude <= C.BETRAYAL_MAGNITUDE_MAJOR) + return C.BETRAYAL_FACTION_DELTA_MAJOR; + if (personalMagnitude <= C.BETRAYAL_MAGNITUDE_MODERATE) + return C.BETRAYAL_FACTION_DELTA_MODERATE; + if (personalMagnitude <= C.BETRAYAL_MAGNITUDE_MINOR) + return C.BETRAYAL_FACTION_DELTA_MINOR; + // -1 .. -9 (below the minor threshold) — too small to cascade. + return 0; + } + + /// + /// Resolve which faction takes the cascade hit. Priority: + /// 1. The betrayed NPC's own faction id (most natural attribution). + /// 2. The event's (caller-overridden). + /// 3. Empty (no faction cascade — personal-only event). + /// + private static string ResolveFactionForBetrayal(NpcActor? betrayedNpc, RepEvent ev) + { + if (betrayedNpc is not null && !string.IsNullOrEmpty(betrayedNpc.FactionId)) + return betrayedNpc.FactionId; + return ev.FactionId ?? ""; + } + + /// + /// True when an NPC's behavior id makes them a candidate for the + /// permanent-aggro flip — armed/threatening roles only. Civilian + /// merchants / residents stay non-aggro even on betrayal. + /// + private static bool IsAggroEligibleBehavior(NpcActor npc) + { + string b = npc.BehaviorId ?? ""; + return b.Equals("brigand", System.StringComparison.OrdinalIgnoreCase) + || b.Equals("patrol", System.StringComparison.OrdinalIgnoreCase) + || b.Equals("poi_guard", System.StringComparison.OrdinalIgnoreCase) + || b.Equals("wild_animal", System.StringComparison.OrdinalIgnoreCase); + } +} + +/// Componentised result of one cascade application — used by tests + UI surfacing. +public readonly record struct BetrayalCascadeResult( + string personalRoleTag, + int personalMagnitude, + string factionId, + List<(string FactionId, int Delta)> factionDeltas, + int permanentAggroFlipped) +{ + /// True if the cascade had no effect (e.g. magnitude ≥ 0, or no faction). + public bool IsEmpty => factionDeltas.Count == 0 && permanentAggroFlipped == 0; + + public static BetrayalCascadeResult Empty => + new("", 0, "", new List<(string, int)>(), 0); +} diff --git a/Theriapolis.Core/Rules/Reputation/DispositionLabel.cs b/Theriapolis.Core/Rules/Reputation/DispositionLabel.cs new file mode 100644 index 0000000..22d4c93 --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/DispositionLabel.cs @@ -0,0 +1,65 @@ +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — coarse-grain banding of an integer disposition score. +/// Per reputation.md §I-2 the bands gate dialogue tone, prices, +/// service refusal, and combat-on-sight behaviour. +/// +public enum DispositionLabel : byte +{ + Nemesis = 0, // -100..-76 kill on sight + Hostile = 1, // -75..-51 attacked if recognised + Antagonistic = 2, // -50..-26 refused service + Unfriendly = 3, // -25.. -1 cold reception + Neutral = 4, // 0 + Favorable = 5, // +1..+25 + Friendly = 6, // +26..+50 + Allied = 7, // +51..+75 + Champion = 8, // +76..+100 +} + +/// +/// Phase 6 M2 — trust ladder accumulated through repeated personal +/// interaction. Distinct from — trust is +/// earned, disposition is felt. +/// +public enum TrustLevel : byte +{ + Stranger = 0, + Acquaintance = 1, + Familiar = 2, + Trusted = 3, + Bonded = 4, +} + +public static class DispositionLabels +{ + /// Map an integer disposition score (clamped to ±100) to its label. + public static DispositionLabel For(int score) + { + if (score >= C.REP_CHAMPION_THRESHOLD) return DispositionLabel.Champion; + if (score >= C.REP_ALLIED_THRESHOLD) return DispositionLabel.Allied; + if (score >= C.REP_FRIENDLY_THRESHOLD) return DispositionLabel.Friendly; + if (score >= C.REP_FAVORABLE_THRESHOLD) return DispositionLabel.Favorable; + if (score == 0) return DispositionLabel.Neutral; + if (score >= C.REP_UNFRIENDLY_THRESHOLD) return DispositionLabel.Unfriendly; + if (score >= C.REP_ANTAGONISTIC_THRESHOLD) return DispositionLabel.Antagonistic; + if (score >= C.REP_HOSTILE_THRESHOLD) return DispositionLabel.Hostile; + return DispositionLabel.Nemesis; + } + + /// Display string ("Nemesis", "Friendly", etc.) for the reputation screen + tooltip. + public static string DisplayName(DispositionLabel l) => l switch + { + DispositionLabel.Nemesis => "Nemesis", + DispositionLabel.Hostile => "Hostile", + DispositionLabel.Antagonistic => "Antagonistic", + DispositionLabel.Unfriendly => "Unfriendly", + DispositionLabel.Neutral => "Neutral", + DispositionLabel.Favorable => "Favorable", + DispositionLabel.Friendly => "Friendly", + DispositionLabel.Allied => "Allied", + DispositionLabel.Champion => "Champion", + _ => "Unknown", + }; +} diff --git a/Theriapolis.Core/Rules/Reputation/EffectiveDisposition.cs b/Theriapolis.Core/Rules/Reputation/EffectiveDisposition.cs new file mode 100644 index 0000000..767aca5 --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/EffectiveDisposition.cs @@ -0,0 +1,209 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — combines the three reputation layers into a single +/// integer disposition score per reputation.md §I-4: +/// +/// EffectiveDisposition(npc, pc) = +/// CladeBiasFor(npc.BiasProfile, pc.Clade, sizeDiff(npc, pc)) +/// + FactionWeightedSum(npc.Faction, pc.FactionStandings) +/// + PersonalDisposition(npc.Id) +/// +/// Computed lazily — the inputs change too often (faction propagation, +/// time decay) to justify caching. Computation is O(1). +/// +public static class EffectiveDisposition +{ + /// + /// Final blended score (clamped ±C.REP_MAX) for how + /// currently feels about + /// . + /// + public static int For( + NpcActor npc, + Rules.Character.Character pc, + PlayerReputation rep, + ContentResolver content, + WorldState? world = null, + ulong worldSeed = 0) + { + return Breakdown(npc, pc, rep, content, world, worldSeed).Total; + } + + /// + /// Componentised view used by the disposition tooltip + reputation + /// screen. Each field carries the contribution of one layer so the + /// UI can answer "why does so-and-so hate me?" without re-deriving. + /// + public static EffectiveDispositionBreakdown Breakdown( + NpcActor npc, + Rules.Character.Character pc, + PlayerReputation rep, + ContentResolver content, + WorldState? world = null, + ulong worldSeed = 0) + { + int cladeBias = ResolveCladeBias(npc, pc, content); + int sizeBias = SizeDifferentialModifier(npc, pc, content); + int factionMod = ResolveFactionMod(npc, rep, content, world, worldSeed); + int personal = ResolvePersonal(npc, rep); + + int total = System.Math.Clamp(cladeBias + sizeBias + factionMod + personal, + C.REP_MIN, C.REP_MAX); + + return new EffectiveDispositionBreakdown( + cladeBias, sizeBias, factionMod, personal, total, + DispositionLabels.For(total)); + } + + // ── Layer 1 — Clade bias ────────────────────────────────────────────── + + private static int ResolveCladeBias(NpcActor npc, Rules.Character.Character pc, ContentResolver content) + { + if (string.IsNullOrEmpty(npc.BiasProfileId)) return 0; + if (!content.BiasProfiles.TryGetValue(npc.BiasProfileId, out var profile)) return 0; + + // Phase 6.5 M5 — hybrid bias layering. When the PC is hybrid AND + // this NPC has personally detected the hybrid status (memory tag + // "knows_hybrid"), the profile's HybridBias modifier is added to + // the clade-bias. Pre-detection, the PC reads as their presenting + // (dominant) clade and HybridBias is *not* applied. + int bias = profile.CladeBias.TryGetValue(pc.Clade.Id, out int b) ? b : 0; + if (pc.IsHybrid && NpcKnowsPlayerIsHybrid(npc, pc)) + bias += profile.HybridBias; + return bias; + } + + /// + /// Phase 6.5 M5 — true if the NPC's + /// contains the "knows_hybrid" flag (set by + /// on a successful detection). + /// Falls back to the PC-side + /// list when the NPC has no personal-disposition record yet (which can + /// happen for casual encounters). + /// + public static bool NpcKnowsPlayerIsHybrid(NpcActor npc, Rules.Character.Character pc) + { + if (pc.Hybrid is null) return false; + if (pc.Hybrid.NpcsWhoKnow.Contains(npc.Id)) return true; + // The NPC's PersonalDisposition lives on the player-rep dictionary; + // this call site doesn't have access. The PC-side NpcsWhoKnow set + // is the authoritative mirror written by PassingCheck after every + // detection — sufficient for the disposition layer to consult. + return false; + } + + private static int SizeDifferentialModifier(NpcActor npc, Rules.Character.Character pc, ContentResolver content) + { + // Size index: Small=1, Medium=2, MediumLarge=3, Large=4. Differential is pc.size − npc.size. + if (npc.Resident is null) return 0; + if (string.IsNullOrEmpty(npc.Resident.Species)) return 0; + if (!content.Species.TryGetValue(npc.Resident.Species, out var npcSpecies)) return 0; + + int npcIdx = SizeIndex(SizeExtensions.FromJson(npcSpecies.Size)); + int pcIdx = SizeIndex(pc.Size); + int diff = pcIdx - npcIdx; + // Per reputation.md §I-1 size differential table. + return diff switch + { + 0 => 0, + 1 => -3, + 2 => -8, + 3 => -8, + -1 => 2, + -2 => 5, + _ => 5, + }; + } + + private static int SizeIndex(SizeCategory s) => s switch + { + SizeCategory.Tiny => 0, + SizeCategory.Small => 1, + SizeCategory.Medium => 2, + SizeCategory.MediumLarge => 3, + SizeCategory.Large => 4, + SizeCategory.Huge => 5, + _ => 2, + }; + + // ── Layer 2 — Faction modifier ──────────────────────────────────────── + + /// + /// Derived modifier from the player's faction standings, weighted by + /// how much *this NPC* cares about each faction. + /// + /// Phase 6 M5: when the NPC has a + /// AND a non-null is supplied, the local + /// (post-propagation, post-decay) standing in their settlement is used + /// instead of the global standing. Otherwise falls back to the M2 + /// global lookup. + /// + /// Bias-profile faction_affinity hints layer on top — a Covenant + /// Faithful amplifies their Enforcer alignment even if not formally + /// affiliated. + /// + private static int ResolveFactionMod( + NpcActor npc, PlayerReputation rep, ContentResolver content, + WorldState? world, ulong worldSeed) + { + float total = 0f; + + // Resolve the NPC's home settlement (if any) for local-standing lookups. + Settlement? home = null; + if (world is not null && npc.HomeSettlementId is { } hid) + { + foreach (var s in world.Settlements) + if (s.Id == hid) { home = s; break; } + } + + // Half-magnitude weight for the NPC's own affiliation. + if (!string.IsNullOrEmpty(npc.FactionId)) + { + int standing = home is not null + ? RepPropagation.LocalStandingFor(npc.FactionId, home, worldSeed, rep.Ledger, content.Factions) + : rep.Factions.Get(npc.FactionId); + total += standing * 0.5f; + } + + // Bias-profile faction-affinity layering: Covenant Faithful npcs + // care about the Enforcers' standing even if not affiliated. + if (!string.IsNullOrEmpty(npc.BiasProfileId) + && content.BiasProfiles.TryGetValue(npc.BiasProfileId, out var profile)) + { + foreach (var (factionId, affinity) in profile.FactionAffinity) + { + int standing = home is not null + ? RepPropagation.LocalStandingFor(factionId, home, worldSeed, rep.Ledger, content.Factions) + : rep.Factions.Get(factionId); + // Smaller weight than direct affiliation (×0.25) so the bias + // profile colours rather than dominates. + total += standing * (affinity / 100f) * 0.25f; + } + } + + return (int)System.Math.Round(total); + } + + // ── Layer 3 — Personal disposition ──────────────────────────────────── + + private static int ResolvePersonal(NpcActor npc, PlayerReputation rep) + { + if (string.IsNullOrEmpty(npc.RoleTag)) return 0; + return rep.Personal.TryGetValue(npc.RoleTag, out var p) ? p.Score : 0; + } +} + +/// Component view of an result. +public readonly record struct EffectiveDispositionBreakdown( + int CladeBias, + int SizeDifferential, + int FactionModifier, + int Personal, + int Total, + DispositionLabel Label); diff --git a/Theriapolis.Core/Rules/Reputation/FactionAggression.cs b/Theriapolis.Core/Rules/Reputation/FactionAggression.cs new file mode 100644 index 0000000..42bfd56 --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/FactionAggression.cs @@ -0,0 +1,89 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M5 — faction-driven NPC allegiance flips. Per the plan §4.6: +/// +/// Patrol aggression: a friendly/neutral NPC with a faction id flips +/// their to +/// when the player's local standing with that faction crosses the +/// threshold (≤ -51). +/// +/// Sticky once Hostile: the flip doesn't bounce back if standing +/// recovers mid-tick — only on chunk re-stream (NPC despawns + reloads +/// fresh from template). This avoids flickering allegiance between +/// frames and matches CRPG convention ("you killed a brigand who saw +/// you stab a guard last week — they remember"). +/// +public static class FactionAggression +{ + /// + /// Walk every faction-affiliated NPC. Flip non-hostile ones to + /// Hostile when the player's local standing with their faction + /// crosses the HOSTILE threshold. Returns the number of NPCs flipped + /// this tick. + /// + /// Patrol-aggro reads faction standing directly rather than through + /// the disposition lens — a constable doesn't care about your clade + /// or your personal history with them; they care that their faction + /// says you're wanted. + /// + public static int UpdateAllegiances( + ActorManager actors, + Rules.Character.Character pc, + PlayerReputation rep, + ContentResolver content, + WorldState world, + ulong worldSeed) + { + if (pc is null) return 0; + int flipped = 0; + foreach (var npc in actors.Npcs) + { + if (!npc.IsAlive) continue; + if (npc.Allegiance == Allegiance.Hostile) continue; + if (npc.Allegiance == Allegiance.Player) continue; + + // Phase 6.5 M7 — sticky betrayal aggro fires unconditionally, + // independent of faction id (it could be a betrayed lone wolf). + if (npc.PermanentAggroAfterBetrayal) + { + npc.Allegiance = Allegiance.Hostile; + flipped++; + continue; + } + + if (string.IsNullOrEmpty(npc.FactionId)) continue; + + int factionStanding = ResolveFactionStanding(npc, rep, content, world, worldSeed); + if (factionStanding <= C.REP_HOSTILE_THRESHOLD) + { + npc.Allegiance = Allegiance.Hostile; + flipped++; + } + } + return flipped; + } + + /// + /// Local faction standing as perceived by this NPC's home settlement + /// (post-propagation), or the global standing if no home is set. + /// + private static int ResolveFactionStanding( + NpcActor npc, PlayerReputation rep, ContentResolver content, + WorldState world, ulong worldSeed) + { + if (npc.HomeSettlementId is { } hid) + { + foreach (var s in world.Settlements) + if (s.Id == hid) + return RepPropagation.LocalStandingFor(npc.FactionId, s, worldSeed, + rep.Ledger, content.Factions); + } + return rep.Factions.Get(npc.FactionId); + } +} diff --git a/Theriapolis.Core/Rules/Reputation/FactionStanding.cs b/Theriapolis.Core/Rules/Reputation/FactionStanding.cs new file mode 100644 index 0000000..b1268ec --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/FactionStanding.cs @@ -0,0 +1,83 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — Layer 2 of the disposition stack. The player's +/// faction-affiliated reputation: Dictionary<FactionId, int> +/// clamped to ±C.REP_MAX, with the opposition matrix from +/// reputation.md §I-2 applied automatically on every change. +/// +/// Phase 6 M2 ships the score-only contract — propagation by distance +/// + time decay arrives in M5. Until then, every call +/// fires an event that updates the at-origin standing immediately and +/// cascades through opposition; nothing else happens elsewhere on the map. +/// +public sealed class FactionStanding +{ + private readonly Dictionary _standings = new(System.StringComparer.OrdinalIgnoreCase); + + /// Snapshot of every faction's current standing. + public IReadOnlyDictionary Standings => _standings; + + /// + /// Score with . Returns 0 (neutral) when + /// the faction has never been touched. + /// + public int Get(string factionId) + => _standings.TryGetValue(factionId, out int v) ? v : 0; + + /// Direct setter, no opposition cascade. Used by save-load and tests. + public void Set(string factionId, int value) + { + _standings[factionId] = System.Math.Clamp(value, C.REP_MIN, C.REP_MAX); + } + + /// + /// Apply to 's + /// standing and cascade the opposition matrix. Returns the list of + /// (factionId, delta) tuples actually applied (caller can log them). + /// + /// Cascading is single-hop: ['inheritors'].opposition + /// is read once. Phase 6 M2 doesn't iterate (no transitive opposition). + /// + public List<(string FactionId, int Delta)> Apply( + string factionId, + int delta, + IReadOnlyDictionary factions) + { + var applied = new List<(string, int)>(); + if (delta == 0) return applied; + + // Direct change first — clamped delta accounts for floor/ceiling. + int actualDelta = ApplyClamped(factionId, delta); + applied.Add((factionId, actualDelta)); + + // Cascade through opposition (use the *requested* delta, not the + // possibly-truncated one, so a clamp at the source doesn't mute + // downstream effects too). + if (factions.TryGetValue(factionId, out var def)) + { + foreach (var (otherId, mult) in def.Opposition) + { + if (mult == 0f) continue; + int subDelta = (int)System.Math.Round(delta * mult); + if (subDelta == 0) continue; + int actualSub = ApplyClamped(otherId, subDelta); + if (actualSub != 0) applied.Add((otherId, actualSub)); + } + } + return applied; + } + + private int ApplyClamped(string factionId, int delta) + { + int current = Get(factionId); + int next = System.Math.Clamp(current + delta, C.REP_MIN, C.REP_MAX); + if (next == current) return 0; + _standings[factionId] = next; + return next - current; + } + + public void Clear() => _standings.Clear(); +} diff --git a/Theriapolis.Core/Rules/Reputation/PersonalDisposition.cs b/Theriapolis.Core/Rules/Reputation/PersonalDisposition.cs new file mode 100644 index 0000000..f827e8f --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/PersonalDisposition.cs @@ -0,0 +1,70 @@ +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — Layer 3 of the disposition stack: how a *specific* NPC +/// feels about the player based on direct personal experience. Per +/// reputation.md §I-3, only NPCs the player has actually +/// interacted with accumulate one of these — generic shopkeepers walked +/// past don't bloat state. +/// +/// Keyed by role tag (anchor-prefixed for named NPCs: +/// "millhaven.innkeeper"). Generic NPCs that the player talks to register +/// briefly under their generic tag but typically reset on chunk evict — +/// only named NPCs carry a stable id across reloads. +/// +public sealed class PersonalDisposition +{ + /// Role tag identifying which NPC this record belongs to. + public string RoleTag { get; init; } = ""; + + /// Score relative to neutral, clamped to ±C.REP_MAX. + public int Score { get; set; } + + /// Trust ladder accumulated across the interaction log. + public TrustLevel Trust { get; set; } = TrustLevel.Stranger; + + /// True after the player betrayed this specific NPC. Sticky — only narrative + /// effects can clear it. + public bool Betrayed { get; set; } + + /// Last interaction time in WorldClock seconds. 0 = never interacted. + public long LastInteractionSeconds { get; set; } + + /// Free-form memory tags ("saved-my-kit", "lied-about-rawfang", ...). + public HashSet Memory { get; } = new(); + + /// Last N events affecting this specific NPC. Bounded — see . + public List Log { get; } = new(); + + public const int MaxLogEntries = 32; + + /// Append a personal event and apply its magnitude to . + public void Apply(RepEvent ev) + { + Score = System.Math.Clamp(Score + ev.Magnitude, C.REP_MIN, C.REP_MAX); + if (ev.Kind == RepEventKind.Betrayal && ev.Magnitude < 0) Betrayed = true; + Log.Add(ev); + if (Log.Count > MaxLogEntries) Log.RemoveAt(0); + LastInteractionSeconds = ev.TimestampSeconds; + Trust = ComputeTrust(); + } + + /// + /// Trust ladder derived from positive interaction count. Negative events + /// don't promote; betrayal demotes to Stranger regardless of history. + /// + private TrustLevel ComputeTrust() + { + if (Betrayed) return TrustLevel.Stranger; + int positives = 0; + foreach (var e in Log) if (e.Magnitude > 0) positives++; + return positives switch + { + >= 12 => TrustLevel.Bonded, + >= 7 => TrustLevel.Trusted, + >= 3 => TrustLevel.Familiar, + >= 1 => TrustLevel.Acquaintance, + _ => TrustLevel.Stranger, + }; + } +} diff --git a/Theriapolis.Core/Rules/Reputation/PlayerReputation.cs b/Theriapolis.Core/Rules/Reputation/PlayerReputation.cs new file mode 100644 index 0000000..1c13cbc --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/PlayerReputation.cs @@ -0,0 +1,44 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — top-level aggregate of every reputation track owned by +/// the player. Hangs off PlayScreen as a parallel-to-Character record +/// (deliberate separation: Character is what the player is, +/// PlayerReputation is what the world thinks of them). +/// +/// Round-trips through . +/// +public sealed class PlayerReputation +{ + public FactionStanding Factions { get; } = new(); + public Dictionary Personal { get; } = new(System.StringComparer.OrdinalIgnoreCase); + public RepLedger Ledger { get; } = new(); + + /// Get-or-create the per-NPC personal disposition record for . + public PersonalDisposition PersonalFor(string roleTag) + { + if (!Personal.TryGetValue(roleTag, out var p)) + { + p = new PersonalDisposition { RoleTag = roleTag }; + Personal[roleTag] = p; + } + return p; + } + + /// + /// Submit a reputation event. Updates faction standing (with opposition + /// cascade), the addressed NPC's personal disposition, and the ledger. + /// + public void Submit(RepEvent ev, IReadOnlyDictionary factions) + { + if (!string.IsNullOrEmpty(ev.FactionId) && ev.Magnitude != 0) + Factions.Apply(ev.FactionId, ev.Magnitude, factions); + + if (!string.IsNullOrEmpty(ev.RoleTag)) + PersonalFor(ev.RoleTag).Apply(ev); + + Ledger.Append(ev); + } +} diff --git a/Theriapolis.Core/Rules/Reputation/RepEvent.cs b/Theriapolis.Core/Rules/Reputation/RepEvent.cs new file mode 100644 index 0000000..9fabf13 --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/RepEvent.cs @@ -0,0 +1,66 @@ +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — typed, append-only log entry recording a single reputation +/// change. Events are the *cause*; the resulting standing/disposition +/// update is the *effect*. We keep the cause around so the UI can answer +/// "why does so-and-so hate me?" with breadcrumbs. +/// +/// Phase 6 M5 layers propagation on top: events written here can fan out +/// to other settlements with distance/time decay. +/// +public enum RepEventKind : byte +{ + Dialogue = 0, + Quest = 1, + Combat = 2, + Rescue = 3, + Betrayal = 4, + Gift = 5, + Trade = 6, + Scent = 7, + Death = 8, // killing a faction-affiliated NPC + Aid = 9, // healing / curing / saving a non-combatant + Crime = 10, + /// + /// Phase 6.5 M5 — an NPC's scent-detection roll exposed the player + /// as a hybrid. Per-NPC personal-only event (no faction propagation + /// in M5; Phase 8's scent simulation can extend this). + /// + HybridDetected = 11, + Misc = 255, +} + +/// One immutable reputation event. Time-stamped and tagged with +/// origin coordinates so propagation can apply distance/time decay. +public sealed record RepEvent +{ + /// + /// Phase 6 M5 — monotonically increasing id assigned by + /// . Used as the deterministic-RNG + /// seed for frontier-settlement delivery coin-flips. 0 means "not + /// yet appended to a ledger". + /// + public int SequenceId { get; init; } = 0; + + public RepEventKind Kind { get; init; } = RepEventKind.Misc; + + /// Faction id this event affects (empty = personal-only event). + public string FactionId { get; init; } = ""; + + /// NPC role tag this event affects personally (empty = world-only event). + public string RoleTag { get; init; } = ""; + + /// Magnitude before opposition matrix / decay. Sign indicates direction. + public int Magnitude { get; init; } + + /// Free-form origin context: "saved-her-kit-from-drowning" / "killed-thornfield-guard". + public string Note { get; init; } = ""; + + /// World-tile coordinates where the event occurred (for M5 propagation). + public int OriginTileX { get; init; } + public int OriginTileY { get; init; } + + /// WorldClock seconds at the time the event was logged. + public long TimestampSeconds { get; init; } +} diff --git a/Theriapolis.Core/Rules/Reputation/RepLedger.cs b/Theriapolis.Core/Rules/Reputation/RepLedger.cs new file mode 100644 index 0000000..73e940e --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/RepLedger.cs @@ -0,0 +1,74 @@ +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M2 — append-only event log surfaced by the reputation screen +/// ("why does so-and-so hate me?"). Bounded to a reasonable tail so the +/// save file stays small even after a 100-hour playthrough. +/// +/// Phase 6 M5 layers propagation on top: each entry will be re-walked +/// per game-day to fan out into other settlements with distance/time +/// decay. +/// +public sealed class RepLedger +{ + public const int MaxEntries = 256; + + private readonly List _entries = new(); + private int _nextSeq = 1; + + public IReadOnlyList Entries => _entries; + public int Count => _entries.Count; + + /// + /// Append to the ledger. If + /// is 0, a fresh monotone id is assigned; otherwise the supplied id + /// is preserved (used by the save-restore path). + /// + public RepEvent Append(RepEvent ev) + { + if (ev.SequenceId == 0) + ev = ev with { SequenceId = _nextSeq++ }; + else if (ev.SequenceId >= _nextSeq) + _nextSeq = ev.SequenceId + 1; + _entries.Add(ev); + if (_entries.Count > MaxEntries) _entries.RemoveAt(0); + return ev; + } + + public void Clear() + { + _entries.Clear(); + _nextSeq = 1; + } + + /// Largest issued so far. 0 = empty ledger. + public int HighestSequenceId => _nextSeq - 1; + + /// Most recent N events affecting . + public IEnumerable ForFaction(string factionId, int count = 8) + { + int yielded = 0; + for (int i = _entries.Count - 1; i >= 0 && yielded < count; i--) + { + if (string.Equals(_entries[i].FactionId, factionId, System.StringComparison.OrdinalIgnoreCase)) + { + yielded++; + yield return _entries[i]; + } + } + } + + /// Most recent N events affecting . + public IEnumerable ForRole(string roleTag, int count = 8) + { + int yielded = 0; + for (int i = _entries.Count - 1; i >= 0 && yielded < count; i--) + { + if (string.Equals(_entries[i].RoleTag, roleTag, System.StringComparison.OrdinalIgnoreCase)) + { + yielded++; + yield return _entries[i]; + } + } + } +} diff --git a/Theriapolis.Core/Rules/Reputation/RepPropagation.cs b/Theriapolis.Core/Rules/Reputation/RepPropagation.cs new file mode 100644 index 0000000..ae00860 --- /dev/null +++ b/Theriapolis.Core/Rules/Reputation/RepPropagation.cs @@ -0,0 +1,172 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Rules.Reputation; + +/// +/// Phase 6 M5 — distance-banded reputation propagation per +/// reputation.md §I-2. +/// +/// The model: every in the +/// is *visible everywhere* (full magnitude at +/// origin, decayed by Chebyshev tile distance to other settlements, +/// frontier settlements may not receive at all). This module computes +/// per-settlement faction standing on demand by walking the ledger and +/// summing the decayed contributions plus opposition-matrix cascades. +/// +/// Determinism: frontier coin-flips are keyed by +/// (worldSeed, eventSequenceId, settlementId) so the same news +/// arrives (or doesn't) the same way across save/load. +/// +/// Complexity: O(events × settlements × factions) for a full sweep, but +/// per-NPC-disposition queries hit only the player's home settlement +/// and run in O(events × factions) — bounded ledger size keeps it cheap. +/// +public static class RepPropagation +{ + /// + /// Faction standing as perceived in . + /// Walks the ledger, applies distance decay + cascade. Clamped to + /// ±C.REP_MAX. + /// + public static int LocalStandingFor( + string factionId, + Settlement settlement, + ulong worldSeed, + RepLedger ledger, + IReadOnlyDictionary factions) + { + if (string.IsNullOrEmpty(factionId)) return 0; + if (settlement is null) return 0; + if (ledger.Count == 0) return 0; + + int total = 0; + foreach (var ev in ledger.Entries) + { + int delta = ContributionForFaction(factionId, ev, settlement, worldSeed, factions); + total += delta; + } + return System.Math.Clamp(total, C.REP_MIN, C.REP_MAX); + } + + /// + /// Per-event contribution to a settlement's local standing for one + /// faction. Includes both direct events (event.FactionId == faction) + /// and cascade events (other factions whose opposition matrix names + /// this faction). Returns 0 when the event hasn't propagated to this + /// settlement (frontier coin-flip failure). + /// + public static int ContributionForFaction( + string factionId, + RepEvent ev, + Settlement settlement, + ulong worldSeed, + IReadOnlyDictionary factions) + { + if (string.IsNullOrEmpty(ev.FactionId)) return 0; + + int distTiles = ChebyshevDistance(ev.OriginTileX, ev.OriginTileY, + settlement.TileX, settlement.TileY); + bool isExtreme = System.Math.Abs(ev.Magnitude) >= C.REP_EXTREME_BYPASS_MAGNITUDE; + + // Frontier band requires a per-(event, settlement) coin flip. + var band = BandFor(distTiles); + if (!isExtreme && band == DistanceBand.Frontier + && !FrontierDelivered(worldSeed, ev.SequenceId, settlement.Id)) + return 0; + + int decayPct = isExtreme ? C.REP_DECAY_AT_ORIGIN_PCT : DecayPctFor(band); + + int direct = 0; + if (string.Equals(ev.FactionId, factionId, System.StringComparison.OrdinalIgnoreCase)) + direct = (int)System.Math.Round(ev.Magnitude * (decayPct / 100f)); + + int cascade = 0; + if (factions.TryGetValue(ev.FactionId, out var sourceDef) + && sourceDef.Opposition.TryGetValue(factionId, out float mult) + && mult != 0f) + { + cascade = (int)System.Math.Round(ev.Magnitude * mult * (decayPct / 100f)); + } + + return direct + cascade; + } + + /// + /// Convenience: human-readable breakdown of *why* the local standing + /// looks the way it does. Used by the disposition tooltip and the + /// reputation screen's "recent events" tail. + /// + public static IEnumerable<(RepEvent Event, int LocalDelta, DistanceBand Band)> + ExplainLocalStanding( + string factionId, + Settlement settlement, + ulong worldSeed, + RepLedger ledger, + IReadOnlyDictionary factions, + int max = 8) + { + if (string.IsNullOrEmpty(factionId) || settlement is null) yield break; + int yielded = 0; + // Most recent first. + for (int i = ledger.Entries.Count - 1; i >= 0 && yielded < max; i--) + { + var ev = ledger.Entries[i]; + int delta = ContributionForFaction(factionId, ev, settlement, worldSeed, factions); + if (delta == 0) continue; + int distTiles = ChebyshevDistance(ev.OriginTileX, ev.OriginTileY, + settlement.TileX, settlement.TileY); + yield return (ev, delta, BandFor(distTiles)); + yielded++; + } + } + + public enum DistanceBand : byte + { + Origin = 0, + Adjacent = 1, + Regional = 2, + Continental = 3, + Frontier = 4, + } + + public static DistanceBand BandFor(int chebyshevTiles) + { + if (chebyshevTiles == 0) return DistanceBand.Origin; + if (chebyshevTiles <= C.REP_ADJACENT_DIST_TILES) return DistanceBand.Adjacent; + if (chebyshevTiles <= C.REP_REGIONAL_DIST_TILES) return DistanceBand.Regional; + if (chebyshevTiles <= C.REP_CONTINENTAL_DIST_TILES) return DistanceBand.Continental; + return DistanceBand.Frontier; + } + + public static int DecayPctFor(DistanceBand band) => band switch + { + DistanceBand.Origin => C.REP_DECAY_AT_ORIGIN_PCT, + DistanceBand.Adjacent => C.REP_DECAY_ADJACENT_PCT, + DistanceBand.Regional => C.REP_DECAY_REGIONAL_PCT, + DistanceBand.Continental => C.REP_DECAY_CONTINENTAL_PCT, + DistanceBand.Frontier => C.REP_DECAY_FRONTIER_PCT, + _ => 0, + }; + + /// + /// Deterministic coin-flip per (worldSeed, eventSequenceId, settlementId). + /// Returns true if the news of this event reaches the frontier + /// settlement at all. + /// + public static bool FrontierDelivered(ulong worldSeed, int eventSequenceId, int settlementId) + { + // Mix the keys so seeds collide as rarely as possible. + ulong mix = unchecked(worldSeed + ^ C.RNG_REP_PROPAGATION + ^ ((ulong)(uint)eventSequenceId << 16) + ^ ((ulong)(uint)settlementId << 40)); + var rng = new SeededRng(mix); + int roll = (int)(rng.NextUInt64() % 100UL); + return roll < C.REP_FRONTIER_DELIVERY_PROB_PCT; + } + + private static int ChebyshevDistance(int x1, int y1, int x2, int y2) + => System.Math.Max(System.Math.Abs(x1 - x2), System.Math.Abs(y1 - y2)); +} diff --git a/Theriapolis.Core/Rules/Stats/AbilityScores.cs b/Theriapolis.Core/Rules/Stats/AbilityScores.cs new file mode 100644 index 0000000..0676a7f --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/AbilityScores.cs @@ -0,0 +1,88 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// The six d20-adjacent ability scores. Score range is 1..30; level-1 +/// characters typically end up in 8..18 after clade/species mods. +/// +public readonly struct AbilityScores : IEquatable +{ + public readonly byte STR; + public readonly byte DEX; + public readonly byte CON; + public readonly byte INT; + public readonly byte WIS; + public readonly byte CHA; + + public AbilityScores(int str, int dex, int con, int @int, int wis, int cha) + { + STR = ClampScore(str); + DEX = ClampScore(dex); + CON = ClampScore(con); + INT = ClampScore(@int); + WIS = ClampScore(wis); + CHA = ClampScore(cha); + } + + /// Standard d20 ability modifier: floor((score - 10) / 2). + public static int Mod(int score) + { + // C# integer division truncates toward zero; for negatives we need + // floor toward -infinity to match d20 behaviour (score 9 → -1 not 0). + int diff = score - 10; + return diff >= 0 ? diff / 2 : (diff - 1) / 2; + } + + public int ModFor(AbilityId id) => Mod(Get(id)); + + public byte Get(AbilityId id) => id switch + { + AbilityId.STR => STR, + AbilityId.DEX => DEX, + AbilityId.CON => CON, + AbilityId.INT => INT, + AbilityId.WIS => WIS, + AbilityId.CHA => CHA, + _ => throw new ArgumentOutOfRangeException(nameof(id)), + }; + + /// Returns a new score block with replaced. + public AbilityScores With(AbilityId id, int newScore) => id switch + { + AbilityId.STR => new AbilityScores(newScore, DEX, CON, INT, WIS, CHA), + AbilityId.DEX => new AbilityScores(STR, newScore, CON, INT, WIS, CHA), + AbilityId.CON => new AbilityScores(STR, DEX, newScore, INT, WIS, CHA), + AbilityId.INT => new AbilityScores(STR, DEX, CON, newScore, WIS, CHA), + AbilityId.WIS => new AbilityScores(STR, DEX, CON, INT, newScore, CHA), + AbilityId.CHA => new AbilityScores(STR, DEX, CON, INT, WIS, newScore), + _ => throw new ArgumentOutOfRangeException(nameof(id)), + }; + + /// Returns a new block with each ability incremented by the supplied dictionary. + public AbilityScores Plus(IReadOnlyDictionary mods) + { + var s = this; + foreach (var kv in mods) s = s.With(kv.Key, s.Get(kv.Key) + kv.Value); + return s; + } + + /// The standard array, in descending order: 15, 14, 13, 12, 10, 8. + public static int[] StandardArray => new[] { 15, 14, 13, 12, 10, 8 }; + + private static byte ClampScore(int v) => (byte)Math.Clamp(v, 1, 30); + + public bool Equals(AbilityScores o) => + STR == o.STR && DEX == o.DEX && CON == o.CON && INT == o.INT && WIS == o.WIS && CHA == o.CHA; + public override bool Equals(object? o) => o is AbilityScores a && Equals(a); + public override int GetHashCode() => HashCode.Combine(STR, DEX, CON, INT, WIS, CHA); + public override string ToString() => $"STR {STR} DEX {DEX} CON {CON} INT {INT} WIS {WIS} CHA {CHA}"; +} + +public enum AbilityId : byte +{ + STR = 0, + DEX = 1, + CON = 2, + INT = 3, + WIS = 4, + CHA = 5, +} diff --git a/Theriapolis.Core/Rules/Stats/Condition.cs b/Theriapolis.Core/Rules/Stats/Condition.cs new file mode 100644 index 0000000..22a1dae --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/Condition.cs @@ -0,0 +1,51 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Status effects applied during combat or by environment. Phase 5 ships +/// the most common subset; the enum is open-ended for additions in later +/// phases without renumbering existing values. +/// +public enum Condition : byte +{ + None = 0, + Prone = 1, + Frightened = 2, + Restrained = 3, + Grappled = 4, + Dazed = 5, + Blinded = 6, + Stunned = 7, + Unconscious = 8, + Charmed = 9, + Poisoned = 10, + Deafened = 11, + Invisible = 12, + Petrified = 13, + Incapacitated = 14, + /// 1..6 levels per d20; tracked separately on Character.ExhaustionLevel rather than as a binary flag. + Exhausted = 15, +} + +public static class ConditionExtensions +{ + public static Condition FromJson(string raw) => raw.ToLowerInvariant() switch + { + "none" => Condition.None, + "prone" => Condition.Prone, + "frightened" => Condition.Frightened, + "restrained" => Condition.Restrained, + "grappled" => Condition.Grappled, + "dazed" => Condition.Dazed, + "blinded" => Condition.Blinded, + "stunned" => Condition.Stunned, + "unconscious" => Condition.Unconscious, + "charmed" => Condition.Charmed, + "poisoned" => Condition.Poisoned, + "deafened" => Condition.Deafened, + "invisible" => Condition.Invisible, + "petrified" => Condition.Petrified, + "incapacitated" => Condition.Incapacitated, + "exhausted" => Condition.Exhausted, + _ => throw new ArgumentException($"Unknown condition: '{raw}'"), + }; +} diff --git a/Theriapolis.Core/Rules/Stats/DamageType.cs b/Theriapolis.Core/Rules/Stats/DamageType.cs new file mode 100644 index 0000000..0c9620c --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/DamageType.cs @@ -0,0 +1,44 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Damage classifications. Resistance and immunity are checked against +/// these. Theriapolis adds no exotic types beyond standard d20 — the +/// scent/pheromone abilities use not damage. +/// +public enum DamageType : byte +{ + Bludgeoning = 0, + Piercing = 1, + Slashing = 2, + Fire = 3, + Cold = 4, + Lightning = 5, + Poison = 6, + Psychic = 7, + Thunder = 8, + Acid = 9, + Necrotic = 10, + Radiant = 11, + Force = 12, +} + +public static class DamageTypeExtensions +{ + public static DamageType FromJson(string raw) => raw.ToLowerInvariant() switch + { + "bludgeoning" => DamageType.Bludgeoning, + "piercing" => DamageType.Piercing, + "slashing" => DamageType.Slashing, + "fire" => DamageType.Fire, + "cold" => DamageType.Cold, + "lightning" => DamageType.Lightning, + "poison" => DamageType.Poison, + "psychic" => DamageType.Psychic, + "thunder" => DamageType.Thunder, + "acid" => DamageType.Acid, + "necrotic" => DamageType.Necrotic, + "radiant" => DamageType.Radiant, + "force" => DamageType.Force, + _ => throw new ArgumentException($"Unknown damage type: '{raw}'"), + }; +} diff --git a/Theriapolis.Core/Rules/Stats/DerivedStats.cs b/Theriapolis.Core/Rules/Stats/DerivedStats.cs new file mode 100644 index 0000000..b45366c --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/DerivedStats.cs @@ -0,0 +1,112 @@ +using Theriapolis.Core.Items; + +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Pure computed values derived from a 's ability +/// scores, equipped items, conditions, and encumbrance state. Recomputed on +/// demand — nothing here mutates the character. UI panels and the combat +/// resolver call these helpers to surface the current AC, speed, etc. +/// +/// Phase 5 M3 ships the AC, Speed, and CarryCap formulas plus the +/// encumbrance band. Class/feature-driven AC bonuses (Bovid Herd Wall +1 +/// adjacent ally, Feral Unarmored Defense, etc.) are layered on at combat +/// resolution time, not here — those need positional context. +/// +public static class DerivedStats +{ + public enum EncumbranceBand : byte + { + Light = 0, // ≤ soft threshold — no penalty + Heavy = 1, // > soft threshold — speed -10 ft. + Over = 2, // > hard threshold — speed halved + disadvantage on STR/DEX/CON + } + + /// + /// Armor Class from base 10 (or unarmored-defense pseudo-armor) plus DEX + /// (capped by armor type) plus shield. Out-of-combat baseline; does not + /// include feature/positional bonuses. + /// + public static int ArmorClass(Theriapolis.Core.Rules.Character.Character c) + { + int dexMod = c.Abilities.ModFor(AbilityId.DEX); + int ac; + + var body = c.Inventory.GetEquipped(EquipSlot.Body); + if (body is null) + { + // Unarmored: 10 + DEX. Feral's "Unarmored Defense" (10 + DEX + CON) + // ships at M6 with the rest of class-feature combat effects. + ac = 10 + dexMod; + } + else + { + int dexAllowed = body.Def.AcMaxDex < 0 ? dexMod : Math.Min(dexMod, body.Def.AcMaxDex); + ac = body.Def.AcBase + dexAllowed; + } + + var off = c.Inventory.GetEquipped(EquipSlot.OffHand); + if (off is not null && string.Equals(off.Def.Kind, "shield", StringComparison.OrdinalIgnoreCase)) + ac += off.Def.AcBase; + + // Phase 5 M6: class features may replace the unarmored baseline + // (Feral Unarmored Defense). Per-encounter combat-time bonuses + // (Sentinel Stance) are added at attack-resolution time, not here. + ac = Theriapolis.Core.Rules.Combat.FeatureProcessor.ApplyAcFeatures(c, ac); + + return Math.Clamp(ac, C.AC_FLOOR, C.AC_CEILING); + } + + /// Initiative = DEX modifier. Class features that add to it (Feral L7) layered later. + public static int Initiative(Theriapolis.Core.Rules.Character.Character c) => c.Abilities.ModFor(AbilityId.DEX); + + /// + /// Movement speed in feet per turn. Base from species, modified by + /// encumbrance band and (later) by conditions and class features. + /// + public static int SpeedFt(Theriapolis.Core.Rules.Character.Character c) + { + int speed = c.Species.BaseSpeedFt; + switch (Encumbrance(c)) + { + case EncumbranceBand.Heavy: speed -= 10; break; + case EncumbranceBand.Over: speed /= 2; break; + } + return Math.Max(0, speed); + } + + /// + /// Carrying capacity in pounds. Base = STR × 15, scaled by size category + /// (Small ½×, Large 2×, etc. per equipment.md). + /// + public static float CarryCapacityLb(Theriapolis.Core.Rules.Character.Character c) + { + return c.Abilities.STR * 15f * c.Size.CarryCapacityMult(); + } + + /// Current encumbrance band given inventory weight vs. carry capacity. + public static EncumbranceBand Encumbrance(Theriapolis.Core.Rules.Character.Character c) + { + float cap = CarryCapacityLb(c); + if (cap <= 0f) return EncumbranceBand.Over; + + float w = c.Inventory.TotalWeightLb; + float ratio = w / cap; + if (ratio > C.ENCUMBRANCE_HARD_MULT) return EncumbranceBand.Over; + if (ratio > C.ENCUMBRANCE_SOFT_MULT) return EncumbranceBand.Heavy; + return EncumbranceBand.Light; + } + + /// + /// Speed multiplier applied to . + /// 1.0 = normal walking pace; smaller = encumbered drag. Light = 1.0, + /// Heavy ≈ 0.66, Over = 0.5. + /// + public static float TacticalSpeedMult(Theriapolis.Core.Rules.Character.Character c) => Encumbrance(c) switch + { + EncumbranceBand.Light => 1.0f, + EncumbranceBand.Heavy => 0.66f, + EncumbranceBand.Over => 0.50f, + _ => 1.0f, + }; +} diff --git a/Theriapolis.Core/Rules/Stats/ProficiencyBonus.cs b/Theriapolis.Core/Rules/Stats/ProficiencyBonus.cs new file mode 100644 index 0000000..69bde9c --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/ProficiencyBonus.cs @@ -0,0 +1,32 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Standard d20 proficiency-bonus-by-level table: +/// 1-4 → +2 +/// 5-8 → +3 +/// 9-12 → +4 +/// 13-16 → +5 +/// 17-20 → +6 +/// Phase 5 only ever evaluates level 1, but the full table ships so +/// future leveling work doesn't have to revisit this file. +/// +public static class ProficiencyBonus +{ + public const int MinLevel = 1; + public const int MaxLevel = 20; + + public static int ForLevel(int level) + { + if (level < MinLevel || level > MaxLevel) + throw new ArgumentOutOfRangeException(nameof(level), $"Level must be {MinLevel}..{MaxLevel}, got {level}"); + + return level switch + { + >= 17 => 6, + >= 13 => 5, + >= 9 => 4, + >= 5 => 3, + _ => 2, + }; + } +} diff --git a/Theriapolis.Core/Rules/Stats/SaveId.cs b/Theriapolis.Core/Rules/Stats/SaveId.cs new file mode 100644 index 0000000..6003ddb --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/SaveId.cs @@ -0,0 +1,32 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Saving-throw categories. There's exactly one per ability; this enum is +/// a thin alias of kept distinct so callsites read +/// clearly ("MakeSave(SaveId.DEX, dc)" vs "Mod(AbilityId.DEX)"). +/// +public enum SaveId : byte +{ + STR = 0, + DEX = 1, + CON = 2, + INT = 3, + WIS = 4, + CHA = 5, +} + +public static class SaveIdExtensions +{ + public static AbilityId Ability(this SaveId s) => (AbilityId)(byte)s; + + public static SaveId FromJson(string raw) => raw.ToUpperInvariant() switch + { + "STR" => SaveId.STR, + "DEX" => SaveId.DEX, + "CON" => SaveId.CON, + "INT" => SaveId.INT, + "WIS" => SaveId.WIS, + "CHA" => SaveId.CHA, + _ => throw new ArgumentException($"Unknown save: '{raw}'"), + }; +} diff --git a/Theriapolis.Core/Rules/Stats/Size.cs b/Theriapolis.Core/Rules/Stats/Size.cs new file mode 100644 index 0000000..7444cfa --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/Size.cs @@ -0,0 +1,66 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Body-size category from clades.md. Determines tactical-tile footprint, +/// reach, equipment fit, and grappling rules. +/// +public enum SizeCategory : byte +{ + Tiny = 0, // reserved; no Phase 5 species uses this + Small = 1, // rabbit-folk, housecat-folk, ferret-folk + Medium = 2, // fox-folk, deer-folk, ram-folk, leopard-folk, badger-folk, hare-folk + MediumLarge = 3, // wolf-folk, elk-folk, lion-folk, wolverine-folk, coyote-folk + Large = 4, // brown bear-folk, polar bear-folk, moose-folk, bull-folk, bison-folk + Huge = 5, // reserved; no Phase 5 species uses this +} + +public static class SizeExtensions +{ + /// Tactical-tile footprint per side (1 = 1×1, 2 = 2×2). + public static int FootprintTiles(this SizeCategory s) => s switch + { + SizeCategory.Tiny => 1, + SizeCategory.Small => 1, + SizeCategory.Medium => 1, + SizeCategory.MediumLarge => 1, // counts as Large for grappling/carrying only + SizeCategory.Large => 2, + SizeCategory.Huge => 3, + _ => throw new ArgumentOutOfRangeException(nameof(s)), + }; + + /// Default melee reach in tactical tiles (weapon-modifiable). + public static int DefaultReachTiles(this SizeCategory s) => s switch + { + SizeCategory.Tiny => 1, + SizeCategory.Small => 1, + SizeCategory.Medium => 1, + SizeCategory.MediumLarge => 1, + SizeCategory.Large => 2, + SizeCategory.Huge => 3, + _ => throw new ArgumentOutOfRangeException(nameof(s)), + }; + + /// Carrying-capacity multiplier per equipment.md (Small ½×, Large 2×). + public static float CarryCapacityMult(this SizeCategory s) => s switch + { + SizeCategory.Tiny => 0.25f, + SizeCategory.Small => 0.5f, + SizeCategory.Medium => 1.0f, + SizeCategory.MediumLarge => 1.0f, // Medium frame, Large for grappling + SizeCategory.Large => 2.0f, + SizeCategory.Huge => 4.0f, + _ => throw new ArgumentOutOfRangeException(nameof(s)), + }; + + /// Parses a snake_case JSON value (e.g. "medium_large") into a SizeCategory. + public static SizeCategory FromJson(string? raw) => raw switch + { + "tiny" => SizeCategory.Tiny, + "small" => SizeCategory.Small, + "medium" => SizeCategory.Medium, + "medium_large" => SizeCategory.MediumLarge, + "large" => SizeCategory.Large, + "huge" => SizeCategory.Huge, + _ => throw new ArgumentException($"Unknown size category: '{raw}'"), + }; +} diff --git a/Theriapolis.Core/Rules/Stats/SkillId.cs b/Theriapolis.Core/Rules/Stats/SkillId.cs new file mode 100644 index 0000000..affb24e --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/SkillId.cs @@ -0,0 +1,77 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Standard d20-adjacent skill list. Each skill is backed by a single +/// ability — see . +/// +public enum SkillId : byte +{ + Acrobatics = 0, + AnimalHandling = 1, + Arcana = 2, // Theriapolis: "Advanced Engineering" + Athletics = 3, + Deception = 4, + History = 5, + Insight = 6, + Intimidation = 7, + Investigation = 8, + Medicine = 9, + Nature = 10, + Perception = 11, + Performance = 12, + Persuasion = 13, + Religion = 14, // Theriapolis: Covenant lore + SleightOfHand = 15, + Stealth = 16, + Survival = 17, +} + +public static class SkillIdExtensions +{ + public static AbilityId Ability(this SkillId s) => s switch + { + SkillId.Acrobatics => AbilityId.DEX, + SkillId.AnimalHandling => AbilityId.WIS, + SkillId.Arcana => AbilityId.INT, + SkillId.Athletics => AbilityId.STR, + SkillId.Deception => AbilityId.CHA, + SkillId.History => AbilityId.INT, + SkillId.Insight => AbilityId.WIS, + SkillId.Intimidation => AbilityId.CHA, + SkillId.Investigation => AbilityId.INT, + SkillId.Medicine => AbilityId.WIS, + SkillId.Nature => AbilityId.INT, + SkillId.Perception => AbilityId.WIS, + SkillId.Performance => AbilityId.CHA, + SkillId.Persuasion => AbilityId.CHA, + SkillId.Religion => AbilityId.INT, + SkillId.SleightOfHand => AbilityId.DEX, + SkillId.Stealth => AbilityId.DEX, + SkillId.Survival => AbilityId.WIS, + _ => throw new ArgumentOutOfRangeException(nameof(s)), + }; + + /// Parses a snake_case JSON value (e.g. "animal_handling") into a SkillId. + public static SkillId FromJson(string raw) => raw.ToLowerInvariant() switch + { + "acrobatics" => SkillId.Acrobatics, + "animal_handling" => SkillId.AnimalHandling, + "arcana" => SkillId.Arcana, + "athletics" => SkillId.Athletics, + "deception" => SkillId.Deception, + "history" => SkillId.History, + "insight" => SkillId.Insight, + "intimidation" => SkillId.Intimidation, + "investigation" => SkillId.Investigation, + "medicine" => SkillId.Medicine, + "nature" => SkillId.Nature, + "perception" => SkillId.Perception, + "performance" => SkillId.Performance, + "persuasion" => SkillId.Persuasion, + "religion" => SkillId.Religion, + "sleight_of_hand" => SkillId.SleightOfHand, + "stealth" => SkillId.Stealth, + "survival" => SkillId.Survival, + _ => throw new ArgumentException($"Unknown skill: '{raw}'"), + }; +} diff --git a/Theriapolis.Core/Rules/Stats/XpTable.cs b/Theriapolis.Core/Rules/Stats/XpTable.cs new file mode 100644 index 0000000..ffe9c55 --- /dev/null +++ b/Theriapolis.Core/Rules/Stats/XpTable.cs @@ -0,0 +1,52 @@ +namespace Theriapolis.Core.Rules.Stats; + +/// +/// Standard d20 XP-to-level table. Phase 5 awards XP and persists it but +/// does not act on level-up — is exposed for the +/// HUD to display "next level in N XP" without requiring a level-up +/// flow yet. +/// +public static class XpTable +{ + /// XP threshold for each level 1..20. Threshold[1] = 0 by convention. + public static readonly int[] Threshold = new[] + { + 0, // index 0 unused + 0, // level 1 + 300, // level 2 + 900, + 2_700, + 6_500, + 14_000, + 23_000, + 34_000, + 48_000, + 64_000, + 85_000, + 100_000, + 120_000, + 140_000, + 165_000, + 195_000, + 225_000, + 265_000, + 305_000, + 355_000, // level 20 + }; + + public static int LevelForXp(int xp) + { + if (xp < 0) throw new ArgumentOutOfRangeException(nameof(xp)); + for (int lv = 20; lv >= 1; lv--) + if (xp >= Threshold[lv]) return lv; + return 1; + } + + public static int XpRequiredForNextLevel(int currentLevel) + { + if (currentLevel < 1 || currentLevel > 20) + throw new ArgumentOutOfRangeException(nameof(currentLevel)); + if (currentLevel == 20) return int.MaxValue; + return Threshold[currentLevel + 1]; + } +} diff --git a/Theriapolis.Core/Tactical/ChunkCoord.cs b/Theriapolis.Core/Tactical/ChunkCoord.cs new file mode 100644 index 0000000..5af34cd --- /dev/null +++ b/Theriapolis.Core/Tactical/ChunkCoord.cs @@ -0,0 +1,41 @@ +namespace Theriapolis.Core.Tactical; + +/// +/// Integer (cx, cy) key for a tactical chunk. The chunk covers world-pixel +/// rectangle [cx*CHUNK_SIZE, cy*CHUNK_SIZE, (cx+1)*CHUNK_SIZE, (cy+1)*CHUNK_SIZE). +/// At the current constants (CHUNK_SIZE = 64, TACTICAL_PER_WORLD_TILE = 32), +/// each chunk covers 2×2 world tiles. +/// +public readonly struct ChunkCoord : IEquatable +{ + public readonly int X; + public readonly int Y; + public ChunkCoord(int x, int y) { X = x; Y = y; } + + /// Chunk that contains the given tactical-tile (world-pixel) coordinate. + public static ChunkCoord ForTactical(int tx, int ty) + => new(FloorDiv(tx, C.TACTICAL_CHUNK_SIZE), FloorDiv(ty, C.TACTICAL_CHUNK_SIZE)); + + /// Chunk that contains the given world-tile coordinate. + public static ChunkCoord ForWorldTile(int wx, int wy) + { + // 1 world tile = TACTICAL_PER_WORLD_TILE world pixels = TACTICAL_PER_WORLD_TILE + // tactical tiles. One chunk covers CHUNK_SIZE / TACTICAL_PER_WORLD_TILE world tiles. + int worldTilesPerChunk = C.TACTICAL_CHUNK_SIZE / C.TACTICAL_PER_WORLD_TILE; + return new(FloorDiv(wx, worldTilesPerChunk), FloorDiv(wy, worldTilesPerChunk)); + } + + private static int FloorDiv(int a, int b) + { + int q = a / b; + if ((a ^ b) < 0 && q * b != a) q--; + return q; + } + + public bool Equals(ChunkCoord other) => X == other.X && Y == other.Y; + public override bool Equals(object? obj) => obj is ChunkCoord c && Equals(c); + public override int GetHashCode() => HashCode.Combine(X, Y); + public static bool operator ==(ChunkCoord a, ChunkCoord b) => a.Equals(b); + public static bool operator !=(ChunkCoord a, ChunkCoord b) => !a.Equals(b); + public override string ToString() => $"({X},{Y})"; +} diff --git a/Theriapolis.Core/Tactical/ChunkStreamer.cs b/Theriapolis.Core/Tactical/ChunkStreamer.cs new file mode 100644 index 0000000..97347fc --- /dev/null +++ b/Theriapolis.Core/Tactical/ChunkStreamer.cs @@ -0,0 +1,236 @@ +using Theriapolis.Core.World; + +namespace Theriapolis.Core.Tactical; + +/// +/// In-memory cache of generated tactical chunks. Generation happens lazily on +/// first access; eviction happens whenever the active set is recomputed by +/// . +/// +/// The cache is bounded by : anything above +/// that count and outside the active window gets dropped (delta flushed first). +/// +/// Single-threaded; pre-warming uses background tasks but the streamer itself +/// is mutated only from the caller thread. +/// +public sealed class ChunkStreamer +{ + private readonly ulong _worldSeed; + private readonly WorldState _world; + private readonly IChunkDeltaStore _deltas; + private readonly Dictionary _cache = new(); + private readonly Dictionary> _inflight = new(); + private readonly Theriapolis.Core.Data.SettlementContent? _settlementContent; + + public IReadOnlyDictionary Loaded => _cache; + + /// + /// Phase 5 M5: fires after a chunk is freshly inserted into the cache. + /// Subscribers (typically PlayScreen) use this to spawn NPCs from + /// . Does not fire for chunks already + /// in cache. + /// + public event System.Action? OnChunkLoaded; + + /// + /// Phase 5 M5: fires immediately before a chunk is evicted from cache. + /// Subscribers despawn NPCs sourced from this chunk so the active actor + /// list stays bounded. + /// + public event System.Action? OnChunkEvicting; + + public ChunkStreamer(ulong worldSeed, WorldState world, IChunkDeltaStore deltas) + : this(worldSeed, world, deltas, settlementContent: null) { } + + /// + /// Phase 6 M0 — pass to enable + /// templated settlement stamping. null falls back to the + /// Phase-4 plaza+wall-ring placeholder. + /// + public ChunkStreamer(ulong worldSeed, WorldState world, IChunkDeltaStore deltas, + Theriapolis.Core.Data.SettlementContent? settlementContent) + { + _worldSeed = worldSeed; + _world = world; + _deltas = deltas; + _settlementContent = settlementContent; + } + + /// + /// Returns the chunk for the given coord, generating + applying deltas if + /// necessary. Synchronous: blocks the caller for ~1 ms in the worst case + /// (chunk gen at 64×64 is well under our budget). + /// + public TacticalChunk Get(ChunkCoord cc) + { + if (_cache.TryGetValue(cc, out var cached)) return cached; + + // If a pre-warm Task is in flight for this coord, drain it. + if (_inflight.TryGetValue(cc, out var task)) + { + var fromTask = task.GetAwaiter().GetResult(); + _inflight.Remove(cc); + _cache[cc] = fromTask; + ApplyDelta(fromTask); + OnChunkLoaded?.Invoke(fromTask); + return fromTask; + } + + var chunk = TacticalChunkGen.Generate(_worldSeed, cc, _world, _settlementContent); + ApplyDelta(chunk); + _cache[cc] = chunk; + OnChunkLoaded?.Invoke(chunk); + return chunk; + } + + /// + /// Returns the tactical tile at the given world-pixel coordinate, generating + /// the containing chunk on demand. Out-of-world coords return a default + /// "ocean" tile so callers don't need bounds checks. + /// + public TacticalTile SampleTile(int tx, int ty) + { + // Tactical tiles outside the world map are deep water — keeps the + // player from walking off the edge. + int worldPxW = C.WORLD_WIDTH_TILES * C.TACTICAL_PER_WORLD_TILE; + int worldPxH = C.WORLD_HEIGHT_TILES * C.TACTICAL_PER_WORLD_TILE; + if ((uint)tx >= worldPxW || (uint)ty >= worldPxH) + return new TacticalTile { Surface = TacticalSurface.DeepWater }; + + var cc = ChunkCoord.ForTactical(tx, ty); + var chunk = Get(cc); + int lx = tx - chunk.OriginX; + int ly = ty - chunk.OriginY; + return chunk.Tiles[lx, ly]; + } + + /// + /// Make sure every chunk overlapping the given world-pixel position +/- the + /// given radius (in world tiles) is loaded; evict everything else above the + /// soft cap. Pre-warms neighbours on the threadpool to hide latency on + /// world-tile crossings. + /// + public void EnsureLoadedAround(Util.Vec2 worldPixelPos, int worldTileRadius) + { + int playerWX = (int)MathF.Floor(worldPixelPos.X / C.WORLD_TILE_PIXELS); + int playerWY = (int)MathF.Floor(worldPixelPos.Y / C.WORLD_TILE_PIXELS); + + // Compute the active set of chunks: every chunk overlapping the + // (2*radius+1)² world-tile window around the player. + var active = new HashSet(); + int worldTilesPerChunk = C.TACTICAL_CHUNK_SIZE / C.TACTICAL_PER_WORLD_TILE; + int chunkRadius = worldTileRadius / worldTilesPerChunk + 1; + var centre = ChunkCoord.ForWorldTile(playerWX, playerWY); + for (int cy = centre.Y - chunkRadius; cy <= centre.Y + chunkRadius; cy++) + for (int cx = centre.X - chunkRadius; cx <= centre.X + chunkRadius; cx++) + { + active.Add(new ChunkCoord(cx, cy)); + } + + // Synchronously generate any missing active chunks (the player needs + // them this frame). Pre-warm the next ring on the threadpool. + foreach (var cc in active) + { + if (!_cache.ContainsKey(cc) && !_inflight.ContainsKey(cc)) + _ = Get(cc); // synchronous generate + cache + } + + for (int cy = centre.Y - chunkRadius - 1; cy <= centre.Y + chunkRadius + 1; cy++) + for (int cx = centre.X - chunkRadius - 1; cx <= centre.X + chunkRadius + 1; cx++) + { + var cc = new ChunkCoord(cx, cy); + if (active.Contains(cc)) continue; + if (_cache.ContainsKey(cc) || _inflight.ContainsKey(cc)) continue; + // Kick off a background generation; the result will be drained by + // a future Get() call if it's needed. + var t = Task.Run(() => TacticalChunkGen.Generate(_worldSeed, cc, _world, _settlementContent)); + _inflight[cc] = t; + } + + EvictExcept(active); + } + + private void EvictExcept(HashSet keep) + { + // Evict cached chunks that aren't in the active set, oldest-first + // (HashMap iteration order isn't stable; we just take whatever's first). + if (_cache.Count <= C.CHUNK_CACHE_SOFT_MAX) return; + + var toEvict = new List(); + foreach (var key in _cache.Keys) + if (!keep.Contains(key)) toEvict.Add(key); + + foreach (var key in toEvict) + { + if (_cache.Count <= C.CHUNK_CACHE_SOFT_MAX) break; + FlushAndDrop(key); + } + } + + /// + /// Force-flush every loaded chunk's delta back to the store and clear the + /// cache. Called at save time so nothing in-memory is lost. + /// + public void FlushAll() + { + foreach (var kv in _cache.ToArray()) + FlushAndDrop(kv.Key); + _cache.Clear(); + } + + private void FlushAndDrop(ChunkCoord cc) + { + if (!_cache.TryGetValue(cc, out var chunk)) return; + OnChunkEvicting?.Invoke(chunk); + if (chunk.HasDelta) + { + // Compute the delta vs the deterministic baseline. Cheap because + // the baseline is itself recomputable. + var baseline = TacticalChunkGen.Generate(_worldSeed, cc, _world, _settlementContent); + _deltas.Put(cc, ComputeDelta(baseline, chunk)); + } + _cache.Remove(cc); + } + + private void ApplyDelta(TacticalChunk fresh) + { + var d = _deltas.Get(fresh.Coord); + if (d is null) return; + foreach (var m in d.TileMods) + { + ref var t = ref fresh.Tiles[m.LocalX, m.LocalY]; + t.Surface = m.Surface; + t.Deco = m.Deco; + t.Flags = m.Flags; + } + if (d.SpawnsConsumed) fresh.Spawns.Clear(); + fresh.HasDelta = true; + } + + private static ChunkDelta ComputeDelta(TacticalChunk baseline, TacticalChunk current) + { + var d = new ChunkDelta(); + for (int y = 0; y < C.TACTICAL_CHUNK_SIZE; y++) + for (int x = 0; x < C.TACTICAL_CHUNK_SIZE; x++) + { + var b = baseline.Tiles[x, y]; + var c = current.Tiles[x, y]; + if (b.Surface != c.Surface || b.Deco != c.Deco || b.Flags != c.Flags || b.Variant != c.Variant) + d.TileMods.Add(new TileMod(x, y, c.Surface, c.Deco, c.Flags)); + } + if (current.Spawns.Count == 0 && baseline.Spawns.Count > 0) + d.SpawnsConsumed = true; + return d; + } + + /// Mark a tile as user-modified so the streamer flushes it on eviction. + public void RecordModification(int tx, int ty) + { + var cc = ChunkCoord.ForTactical(tx, ty); + if (_cache.TryGetValue(cc, out var ch)) + { + ch.HasDelta = true; + ch.Dirty = true; + } + } +} diff --git a/Theriapolis.Core/Tactical/IChunkDeltaStore.cs b/Theriapolis.Core/Tactical/IChunkDeltaStore.cs new file mode 100644 index 0000000..0f7f33e --- /dev/null +++ b/Theriapolis.Core/Tactical/IChunkDeltaStore.cs @@ -0,0 +1,57 @@ +namespace Theriapolis.Core.Tactical; + +/// +/// Persists per-chunk player-caused modifications (chopped trees, dropped items, +/// emptied bandit camps). Implementations: in-memory (Phase 4 tests + runtime +/// cache), MessagePack-backed (Phase 4 save body — see ). +/// +public interface IChunkDeltaStore +{ + /// Returns the delta for a chunk, or null if no modifications recorded. + ChunkDelta? Get(ChunkCoord cc); + + /// Records a chunk's delta. Overwrites any existing entry. + void Put(ChunkCoord cc, ChunkDelta delta); + + /// Erases a chunk's delta — the chunk reverts to its deterministic baseline. + void Remove(ChunkCoord cc); + + /// Snapshot of every recorded delta, used by SaveCodec to flush the world. + IReadOnlyDictionary All { get; } +} + +/// +/// Sparse delta for a single chunk: just the tactical-tile cells that diverge +/// from 's output. Phase 4 stores both +/// the surface and the deco; richer per-tile state arrives later. +/// +public sealed class ChunkDelta +{ + public List TileMods { get; } = new(); + + /// True if the spawn list has been consumed (all spawns cleared). + public bool SpawnsConsumed { get; set; } +} + +public readonly struct TileMod +{ + public readonly byte LocalX; + public readonly byte LocalY; + public readonly TacticalSurface Surface; + public readonly TacticalDeco Deco; + public readonly byte Flags; + public TileMod(int lx, int ly, TacticalSurface s, TacticalDeco d, byte f) + { + LocalX = (byte)lx; LocalY = (byte)ly; Surface = s; Deco = d; Flags = f; + } +} + +/// Trivial in-memory implementation. Used by tests and at runtime before save. +public sealed class InMemoryChunkDeltaStore : IChunkDeltaStore +{ + private readonly Dictionary _store = new(); + public ChunkDelta? Get(ChunkCoord cc) => _store.TryGetValue(cc, out var d) ? d : null; + public void Put(ChunkCoord cc, ChunkDelta delta) => _store[cc] = delta; + public void Remove(ChunkCoord cc) => _store.Remove(cc); + public IReadOnlyDictionary All => _store; +} diff --git a/Theriapolis.Core/Tactical/TacticalChunk.cs b/Theriapolis.Core/Tactical/TacticalChunk.cs new file mode 100644 index 0000000..11f165c --- /dev/null +++ b/Theriapolis.Core/Tactical/TacticalChunk.cs @@ -0,0 +1,102 @@ +namespace Theriapolis.Core.Tactical; + +/// +/// One streamed chunk of the tactical world. Always +/// ² tactical tiles. +/// +/// Chunks are produced by from the deterministic +/// inputs (worldSeed, ChunkCoord, WorldState) plus an optional delta overlay +/// from the save layer. The chunk itself does not know whether deltas have +/// been applied — that's 's job. +/// +public sealed class TacticalChunk +{ + public ChunkCoord Coord { get; } + + /// Indexed [tx, ty] in chunk-local coordinates (0..CHUNK_SIZE-1). + public TacticalTile[,] Tiles { get; } = new TacticalTile[C.TACTICAL_CHUNK_SIZE, C.TACTICAL_CHUNK_SIZE]; + + /// Phase-4 spawn list. Stored, not yet acted on (Phase 5 reads it). + public List Spawns { get; } = new(); + + /// + /// Phase 5 M5 difficulty tier (0..C.DANGER_ZONE_MAX). Drives which template + /// each instantiates as a live NPC. Set + /// in 's spawn pass; folded into the hash + /// so determinism tests catch zone-formula drift. + /// + public byte DangerZone { get; set; } + + /// Set true by ChunkStreamer when a delta is applied; flushed back on eviction. + public bool Dirty { get; set; } + + /// True if any field has been modified relative to the deterministic baseline. + public bool HasDelta { get; set; } + + public TacticalChunk(ChunkCoord coord) { Coord = coord; } + + /// Top-left tactical tile coordinate of this chunk in world-pixel space. + public int OriginX => Coord.X * C.TACTICAL_CHUNK_SIZE; + public int OriginY => Coord.Y * C.TACTICAL_CHUNK_SIZE; + + /// Returns the tile at chunk-local (lx, ly) — bounds-checked. + public ref TacticalTile TileAt(int lx, int ly) + { + if ((uint)lx >= C.TACTICAL_CHUNK_SIZE || (uint)ly >= C.TACTICAL_CHUNK_SIZE) + throw new ArgumentOutOfRangeException($"({lx},{ly}) outside chunk"); + return ref Tiles[lx, ly]; + } + + /// FNV-1a hash over every tile. Used by determinism tests. + public ulong Hash() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong h = FNV_OFFSET; + for (int y = 0; y < C.TACTICAL_CHUNK_SIZE; y++) + for (int x = 0; x < C.TACTICAL_CHUNK_SIZE; x++) + { + ref var t = ref Tiles[x, y]; + h = (h ^ (byte)t.Surface) * FNV_PRIME; + h = (h ^ (byte)t.Deco) * FNV_PRIME; + h = (h ^ t.Variant) * FNV_PRIME; + h = (h ^ t.Flags) * FNV_PRIME; + } + // Fold spawn list into the hash so any non-determinism there shows up. + foreach (var s in Spawns) + { + h = (h ^ (byte)s.Kind) * FNV_PRIME; + h = (h ^ (uint)s.LocalX) * FNV_PRIME; + h = (h ^ (uint)s.LocalY) * FNV_PRIME; + } + // Fold the DangerZone in so changes to the zone formula register as + // a chunk-hash change in the determinism tests. + h = (h ^ DangerZone) * FNV_PRIME; + return h; + } +} + +public enum SpawnKind : byte +{ + None = 0, + WildAnimal, + Brigand, + Merchant, + Patrol, + PoiGuard, + /// + /// Phase 6 M0 — emitted by + /// for each occupied building role. Phase 6 M1 instantiates these as + /// friendly s with role-specific dialogue. + /// + Resident = 16, +} + +/// Single spawn record in chunk-local coordinates. Phase 5 acts on these. +public readonly struct TacticalSpawn +{ + public readonly SpawnKind Kind; + public readonly int LocalX; + public readonly int LocalY; + public TacticalSpawn(SpawnKind kind, int lx, int ly) { Kind = kind; LocalX = lx; LocalY = ly; } +} diff --git a/Theriapolis.Core/Tactical/TacticalChunkGen.cs b/Theriapolis.Core/Tactical/TacticalChunkGen.cs new file mode 100644 index 0000000..37bba14 --- /dev/null +++ b/Theriapolis.Core/Tactical/TacticalChunkGen.cs @@ -0,0 +1,400 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.Tactical; + +/// +/// Deterministic per-chunk generator. Pure function of (worldSeed, ChunkCoord, WorldState). +/// +/// Pipeline: +/// 1. Ground layer — biome → surface variant per tactical tile +/// 2. Polyline burn-in — rivers and roads stamp water/road tiles +/// 3. Settlement burn-in — settlement footprints stamp cobble + walls +/// 4. Scatter — biome decorations seeded from a per-chunk sub-seed +/// 5. Spawn list — encounter density + sub-seed +/// +/// Every step takes its randomness from a sub-seed derived from the chunk +/// coord, so adjacent chunks see independent (but globally deterministic) +/// scatters. +/// +public static class TacticalChunkGen +{ + public static TacticalChunk Generate(ulong worldSeed, ChunkCoord cc, WorldState world) + => Generate(worldSeed, cc, world, settlementContent: null); + + /// + /// Phase 6 M0 — overload accepting building/layout content. When + /// is non-null, Pass 3 stamps + /// templated buildings; when null, falls back to the Phase-4 + /// cobble-plaza + outer-wall-ring placeholder so headless tools and + /// older tests keep working unchanged. + /// + public static TacticalChunk Generate( + ulong worldSeed, + ChunkCoord cc, + WorldState world, + Theriapolis.Core.Data.SettlementContent? settlementContent) + { + var chunk = new TacticalChunk(cc); + ulong chunkHash = Hash(cc); + + Pass1_Ground(worldSeed, chunk, world, chunkHash); + Pass2_Polylines(chunk, world); + Theriapolis.Core.World.Settlements.SettlementStamper.Stamp(worldSeed, chunk, world, settlementContent); + Pass4_Scatter(worldSeed, chunk, world, chunkHash); + Pass5_Spawns(worldSeed, chunk, world, chunkHash); + + return chunk; + } + + // ── Pass 1 — ground layer ───────────────────────────────────────────── + + private static void Pass1_Ground(ulong seed, TacticalChunk chunk, WorldState world, ulong chunkHash) + { + var rng = SeededRng.ForSubsystem(seed, C.RNG_TACTICAL_GROUND ^ chunkHash); + int origX = chunk.OriginX; + int origY = chunk.OriginY; + + for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++) + for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++) + { + int tx = origX + lx; // tactical-tile coord (= world pixel) + int ty = origY + ly; + int wx = tx / C.TACTICAL_PER_WORLD_TILE; + int wy = ty / C.TACTICAL_PER_WORLD_TILE; + wx = Math.Clamp(wx, 0, C.WORLD_WIDTH_TILES - 1); + wy = Math.Clamp(wy, 0, C.WORLD_HEIGHT_TILES - 1); + ref var src = ref world.TileAt(wx, wy); + + ref var dst = ref chunk.Tiles[lx, ly]; + (dst.Surface, dst.Variant) = PickGround(src, rng); + } + } + + private static (TacticalSurface, byte) PickGround(in WorldTile w, SeededRng rng) + { + byte v = (byte)rng.NextInt(0, 4); + return w.Biome switch + { + BiomeId.Ocean => (TacticalSurface.DeepWater, 0), + BiomeId.Wetland => (TacticalSurface.Marsh, v), + BiomeId.MarshEdge => (rng.NextBool(0.4) ? TacticalSurface.Mud : TacticalSurface.Grass, v), + BiomeId.Mangrove => (rng.NextBool(0.5) ? TacticalSurface.ShallowWater : TacticalSurface.Mud, v), + BiomeId.TidalFlat => (TacticalSurface.Mud, v), + BiomeId.Beach => (TacticalSurface.Sand, v), + BiomeId.Coastal => (rng.NextBool(0.3) ? TacticalSurface.Sand : TacticalSurface.Grass, v), + BiomeId.Tundra => (rng.NextBool(0.6) ? TacticalSurface.Snow : TacticalSurface.Dirt, v), + BiomeId.MountainAlpine => (rng.NextBool(0.5) ? TacticalSurface.Rock : TacticalSurface.Snow, v), + BiomeId.MountainForested => (rng.NextBool(0.4) ? TacticalSurface.Rock : TacticalSurface.Dirt, v), + BiomeId.Cliff => (TacticalSurface.Rock, v), + BiomeId.Foothills => (rng.NextBool(0.3) ? TacticalSurface.Rock : TacticalSurface.Grass, v), + BiomeId.DesertCold => (rng.NextBool(0.4) ? TacticalSurface.Sand : TacticalSurface.Dirt, v), + BiomeId.Scrubland => (rng.NextBool(0.5) ? TacticalSurface.Dirt : TacticalSurface.Grass, v), + BiomeId.Boreal => (rng.NextBool(0.4) ? TacticalSurface.Dirt : TacticalSurface.Grass, v), + BiomeId.SubtropicalForest => (rng.NextBool(0.3) ? TacticalSurface.TallGrass : TacticalSurface.Grass, v), + BiomeId.TemperateDeciduous => (rng.NextBool(0.2) ? TacticalSurface.Dirt : TacticalSurface.Grass, v), + BiomeId.TemperateGrassland => (rng.NextBool(0.4) ? TacticalSurface.TallGrass : TacticalSurface.Grass, v), + BiomeId.RiverValley => (TacticalSurface.Grass, v), + BiomeId.ForestEdge => (TacticalSurface.Grass, v), + _ => (TacticalSurface.Grass, v), + }; + } + + // ── Pass 2 — polyline burn-in ───────────────────────────────────────── + + private static void Pass2_Polylines(TacticalChunk chunk, WorldState world) + { + // World-pixel AABB for the chunk (since 1 tactical tile == 1 world pixel, + // local (0,0) = world pixel (origX, origY)). + int x0 = chunk.OriginX; + int y0 = chunk.OriginY; + int x1 = x0 + C.TACTICAL_CHUNK_SIZE; + int y1 = y0 + C.TACTICAL_CHUNK_SIZE; + + // Roads first, then rivers — rivers stamp deeper water and override + // road surface where they cross (bridges are stamped later from + // World.Bridges). + foreach (var road in world.Roads) + { + var (surf, hw) = RoadStyle(road); + BurnPolyline(chunk, road, x0, y0, x1, y1, hw, surf, TacticalFlags.Road); + } + + foreach (var river in world.Rivers) + BurnPolyline(chunk, river, x0, y0, x1, y1, RiverHalfWidth(river), TacticalSurface.ShallowWater, TacticalFlags.River); + + // Bridges: short segments that re-stamp Cobble+Bridge across the river. + foreach (var b in world.Bridges) + { + BurnSegment(chunk, x0, y0, x1, y1, + new Vec2(b.Start.X, b.Start.Y), new Vec2(b.End.X, b.End.Y), + halfWidth: 2.5f, + surface: TacticalSurface.Cobble, + flag: TacticalFlags.Road | TacticalFlags.Bridge); + } + } + + /// + /// Maps road class to a (surface, half-width) pair so each road tier + /// reads as a distinct material in tactical, not just a different width + /// of the same cobble. Footpaths use a narrower stamp than dirt roads + /// because they're walking trails, not cart routes. + /// + private static (TacticalSurface surface, float halfWidth) RoadStyle(Polyline p) => + p.RoadClassification switch + { + RoadType.Highway => (TacticalSurface.Cobble, 2.5f), + RoadType.PostRoad => (TacticalSurface.Cobble, 1.5f), + RoadType.DirtRoad => (TacticalSurface.TroddenDirt, 1.0f), + _ => (TacticalSurface.Gravel, 0.7f), // Footpath + }; + + private static float RiverHalfWidth(Polyline p) => p.RiverClassification switch + { + RiverClass.MajorRiver => 4.0f, + RiverClass.River => 2.5f, + _ => 1.0f, + }; + + private static void BurnPolyline( + TacticalChunk chunk, Polyline p, + int x0, int y0, int x1, int y1, + float halfWidth, TacticalSurface surface, TacticalFlags flag) + { + var pts = p.Points; + if (pts.Count < 2) return; + + // Cheap AABB rejection per polyline. + bool any = false; + for (int i = 0; i < pts.Count && !any; i++) + if (pts[i].X >= x0 - 8 && pts[i].X <= x1 + 8 && + pts[i].Y >= y0 - 8 && pts[i].Y <= y1 + 8) any = true; + if (!any) return; + + for (int i = 0; i < pts.Count - 1; i++) + BurnSegment(chunk, x0, y0, x1, y1, pts[i], pts[i + 1], halfWidth, surface, flag); + } + + private static void BurnSegment( + TacticalChunk chunk, + int x0, int y0, int x1, int y1, + Vec2 a, Vec2 b, + float halfWidth, TacticalSurface surface, TacticalFlags flag) + { + // Walk the segment's AABB intersected with the chunk and test each pixel + // for distance ≤ halfWidth. CHUNK_SIZE is small (64) so this is cheap. + float minX = MathF.Min(a.X, b.X) - halfWidth; + float maxX = MathF.Max(a.X, b.X) + halfWidth; + float minY = MathF.Min(a.Y, b.Y) - halfWidth; + float maxY = MathF.Max(a.Y, b.Y) + halfWidth; + + int sx = Math.Max(x0, (int)MathF.Floor(minX)); + int sy = Math.Max(y0, (int)MathF.Floor(minY)); + int ex = Math.Min(x1 - 1, (int)MathF.Ceiling(maxX)); + int ey = Math.Min(y1 - 1, (int)MathF.Ceiling(maxY)); + if (sx > ex || sy > ey) return; + + Vec2 d = b - a; + float L2 = d.LengthSquared; + float hw2 = halfWidth * halfWidth; + + for (int ty = sy; ty <= ey; ty++) + for (int tx = sx; tx <= ex; tx++) + { + // Tile centre in world pixels. Each tactical tile is 1 world pixel + // wide so the centre is at (tx + 0.5, ty + 0.5). + Vec2 q = new(tx + 0.5f, ty + 0.5f); + float t = L2 < 1e-6f ? 0f : Math.Clamp(Vec2.Dot(q - a, d) / L2, 0f, 1f); + Vec2 closest = a + d * t; + if (Vec2.DistSq(q, closest) > hw2) continue; + + int lx = tx - chunk.OriginX; + int ly = ty - chunk.OriginY; + ref var dst = ref chunk.Tiles[lx, ly]; + + // For a river-on-water cell we want DeepWater near the centre line + // and ShallowWater near the bank. For a road, just stamp surface. + if (flag == TacticalFlags.River) + { + float dist = MathF.Sqrt(Vec2.DistSq(q, closest)); + bool deep = dist < halfWidth * 0.5f; + if ((dst.Flags & (byte)TacticalFlags.Bridge) == 0) + dst.Surface = deep ? TacticalSurface.DeepWater : TacticalSurface.ShallowWater; + dst.Flags |= (byte)flag; + } + else + { + // Roads override river surface only when bridge flag is set + // (BurnSegment is called with Bridge for actual bridge spans). + if ((flag & TacticalFlags.Bridge) != 0 || (dst.Flags & (byte)TacticalFlags.River) == 0) + { + dst.Surface = surface; + } + dst.Flags |= (byte)flag; + // Bridge lookup forgets the underlying river flag for walkability. + if ((flag & TacticalFlags.Bridge) != 0) + dst.Flags &= unchecked((byte)~(byte)TacticalFlags.River); + } + // Polyline stamps clear scatter. + dst.Deco = TacticalDeco.None; + } + } + + // ── Pass 3 — settlement stamping handed off to SettlementStamper ───── + // Phase 6 M0 moved the settlement burn-in into + // World/Settlements/SettlementStamper.cs, which falls back to the + // legacy plaza+wall-ring stamp when no content is supplied. + + // ── Pass 4 — scatter ────────────────────────────────────────────────── + + private static void Pass4_Scatter(ulong seed, TacticalChunk chunk, WorldState world, ulong chunkHash) + { + var rng = SeededRng.ForSubsystem(seed, C.RNG_TACTICAL_SCATTER ^ chunkHash); + + for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++) + for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++) + { + ref var dst = ref chunk.Tiles[lx, ly]; + // Don't scatter on impassable, water, road, settlement, or river tiles. + if (dst.Surface == TacticalSurface.DeepWater) continue; + if (dst.Surface == TacticalSurface.Wall) continue; + if ((dst.Flags & ((byte)TacticalFlags.Road | (byte)TacticalFlags.Settlement | (byte)TacticalFlags.River)) != 0) continue; + + int wx = (chunk.OriginX + lx) / C.TACTICAL_PER_WORLD_TILE; + int wy = (chunk.OriginY + ly) / C.TACTICAL_PER_WORLD_TILE; + wx = Math.Clamp(wx, 0, C.WORLD_WIDTH_TILES - 1); + wy = Math.Clamp(wy, 0, C.WORLD_HEIGHT_TILES - 1); + ref var w = ref world.TileAt(wx, wy); + + float treeP = TreeDensity(w.Biome); + float bushP = BushDensity(w.Biome); + float rockP = RockDensity(w.Biome); + + double r = rng.NextDouble(); + TacticalDeco candidate = TacticalDeco.None; + if (r < treeP) candidate = TacticalDeco.Tree; + else if (r < treeP + bushP) candidate = TacticalDeco.Bush; + else if (r < treeP + bushP + rockP) + candidate = rng.NextBool(0.15) ? TacticalDeco.Boulder : TacticalDeco.Rock; + else if (rng.NextBool(0.02)) + candidate = TacticalDeco.Flower; + + // Rule: no blocking decorations within 1 tactical tile of a road. + // Trees/boulders adjacent to a road would visually clutter the + // road edge and (since both are impassable) effectively narrow + // the road by half a tile on each side. Bushes, rocks, and + // flowers are walkable so they're allowed adjacent. + bool blocking = candidate == TacticalDeco.Tree || candidate == TacticalDeco.Boulder; + if (blocking && HasRoadNeighbour(chunk, lx, ly)) continue; + + dst.Deco = candidate; + } + } + + /// + /// Returns true if any of the 4 cardinal neighbours of (lx, ly) within + /// this chunk has the Road flag set. Cross-chunk neighbours aren't + /// inspected (would require streamer access during generation, breaking + /// determinism + adding latency); the worst-case artefact is one tile of + /// blocking deco at a chunk boundary, which is rare and barely visible. + /// + private static bool HasRoadNeighbour(TacticalChunk chunk, int lx, int ly) + { + const byte ROAD = (byte)TacticalFlags.Road; + if (lx > 0 && (chunk.Tiles[lx - 1, ly].Flags & ROAD) != 0) return true; + if (lx + 1 < C.TACTICAL_CHUNK_SIZE && (chunk.Tiles[lx + 1, ly].Flags & ROAD) != 0) return true; + if (ly > 0 && (chunk.Tiles[lx, ly - 1].Flags & ROAD) != 0) return true; + if (ly + 1 < C.TACTICAL_CHUNK_SIZE && (chunk.Tiles[lx, ly + 1].Flags & ROAD) != 0) return true; + return false; + } + + private static float TreeDensity(BiomeId b) => b switch + { + BiomeId.Boreal => 0.25f, + BiomeId.SubtropicalForest => 0.30f, + BiomeId.TemperateDeciduous => 0.22f, + BiomeId.MountainForested => 0.18f, + BiomeId.ForestEdge => 0.10f, + BiomeId.RiverValley => 0.05f, + BiomeId.Mangrove => 0.20f, + BiomeId.Wetland => 0.04f, + _ => 0.02f, + }; + private static float BushDensity(BiomeId b) => b switch + { + BiomeId.TemperateGrassland => 0.04f, + BiomeId.Scrubland => 0.10f, + BiomeId.Foothills => 0.05f, + BiomeId.ForestEdge => 0.06f, + _ => 0.02f, + }; + private static float RockDensity(BiomeId b) => b switch + { + BiomeId.MountainAlpine => 0.20f, + BiomeId.MountainForested => 0.12f, + BiomeId.Cliff => 0.30f, + BiomeId.Foothills => 0.06f, + BiomeId.Tundra => 0.04f, + BiomeId.DesertCold => 0.05f, + _ => 0.01f, + }; + + // ── Pass 5 — spawn list ─────────────────────────────────────────────── + + private static void Pass5_Spawns(ulong seed, TacticalChunk chunk, WorldState world, ulong chunkHash) + { + var rng = SeededRng.ForSubsystem(seed, C.RNG_TACTICAL_SPAWN ^ chunkHash); + + // Sample the encounter density at the chunk centre. Dense areas roll + // a few candidates, sparse ones roll one or none. + int cxw = (chunk.OriginX + C.TACTICAL_CHUNK_SIZE / 2) / C.TACTICAL_PER_WORLD_TILE; + int cyw = (chunk.OriginY + C.TACTICAL_CHUNK_SIZE / 2) / C.TACTICAL_PER_WORLD_TILE; + cxw = Math.Clamp(cxw, 0, C.WORLD_WIDTH_TILES - 1); + cyw = Math.Clamp(cyw, 0, C.WORLD_HEIGHT_TILES - 1); + + // Phase 5 M5: stamp the chunk's danger zone. Pass5 is the natural place + // because chunks needing a zone are the same chunks needing spawns. + chunk.DangerZone = (byte)World.DangerZone.Compute(cxw, cyw, world); + + float density = world.EncounterDensity?[cxw, cyw] ?? 0f; + int candidates = density switch + { + < 0.1f => 0, + < 0.3f => 1, + < 0.6f => 2, + _ => 3, + }; + + for (int i = 0; i < candidates; i++) + { + int lx = rng.NextInt(0, C.TACTICAL_CHUNK_SIZE); + int ly = rng.NextInt(0, C.TACTICAL_CHUNK_SIZE); + ref var t = ref chunk.Tiles[lx, ly]; + if (!t.IsWalkable) continue; + if ((t.Flags & (byte)TacticalFlags.Settlement) != 0) continue; + + SpawnKind kind = rng.NextDouble() switch + { + < 0.55 => SpawnKind.WildAnimal, + < 0.80 => SpawnKind.Brigand, + < 0.92 => SpawnKind.Patrol, + < 0.98 => SpawnKind.Merchant, + _ => SpawnKind.PoiGuard, + }; + chunk.Spawns.Add(new TacticalSpawn(kind, lx, ly)); + } + } + + // ── Helper: mix the chunk coord into a sub-seed ─────────────────────── + + private static ulong Hash(ChunkCoord cc) + { + // SplitMix-style avalanche of (X, Y) into 64 bits. + ulong h = (ulong)(uint)cc.X | ((ulong)(uint)cc.Y << 32); + h += 0x9e3779b97f4a7c15UL; + h = (h ^ (h >> 30)) * 0xbf58476d1ce4e5b9UL; + h = (h ^ (h >> 27)) * 0x94d049bb133111ebUL; + return h ^ (h >> 31); + } +} diff --git a/Theriapolis.Core/Tactical/TacticalTile.cs b/Theriapolis.Core/Tactical/TacticalTile.cs new file mode 100644 index 0000000..c3426bb --- /dev/null +++ b/Theriapolis.Core/Tactical/TacticalTile.cs @@ -0,0 +1,126 @@ +namespace Theriapolis.Core.Tactical; + +/// +/// Tactical-scale ground class. One tile = 1 world pixel. +/// Phase 4 keeps this enum tight; richer typing (subtypes per biome, special +/// surface effects) lands in later phases when art shows up. +/// +public enum TacticalSurface : byte +{ + None = 0, + Grass, + TallGrass, + Dirt, + Sand, + Mud, + Snow, + Rock, + Cobble, // city plaza / highway / post road + Gravel, // footpath + TroddenDirt, // dirt road — visually distinct from wild Dirt biome ground + ShallowWater, // wadeable + DeepWater, // impassable + Marsh, + Floor, // building interior placeholder + Wall, // building wall (impassable) + // ── Phase 7 M1: dungeon surfaces ───────────────────────────────────── + // Distinct from settlement Floor / Wall so the renderer can pick the + // right tile-art family per dungeon type, and so the savegame can tell + // a building floor apart from a dungeon floor when (eventually) building + // deltas and dungeon state share a chunk-coord namespace. + DungeonFloor, // generic dungeon-interior floor (Imperium / general) + DungeonRubble, // damaged / collapsed floor — slows movement + DungeonTile, // mosaic / inlay floor (narrative rooms) + Cave, // natural-cave floor (Cult Den / Natural Cave dungeon types) + MineFloor, // worked tunnel floor (Abandoned Mine) +} + +/// +/// Decoration on top of the ground (rendered above surface, may affect walkability). +/// +public enum TacticalDeco : byte +{ + None = 0, + Tree, + Bush, // slows but does not block + Rock, // small — does not block + Boulder, // blocks + Flower, + Crop, + Reed, + Snag, + // Phase 6 M0 — interior decorations stamped by SettlementStamper. + Door = 16, // walkable, marks a building entrance + Counter, // shop / inn furniture, blocks movement + Bed, // furniture, blocks + Hearth, // furniture, blocks + Sign, // outdoor signpost, blocks (one tile) + // ── Phase 7 M1: dungeon decorations ───────────────────────────────── + // Stairs is the PoI-entrance interaction tile on the surface chunk + // *and* the dungeon-exit interaction tile inside a dungeon. The + // PlayScreen tells them apart by the active scene (chunk vs dungeon). + Stairs = 32, // walkable; player E to enter / exit + DungeonDoor, // walkable when open; lockable per RoomDoor + Container, // chest / sarcophagus / locked box (loot) + Trap, // tripwire (Phase 7 only ships this kind) + Brazier, // light source furniture, blocks + Pillar, // structural pillar, blocks + ImperiumStatue, // Imperium-themed deco, blocks (cover; flavour) +} + +/// +/// Per-tactical-tile data. 16 bytes (well below the 64-byte cache line) so a +/// 64×64 chunk fits comfortably in L1. +/// +public struct TacticalTile +{ + public TacticalSurface Surface; + public TacticalDeco Deco; + public byte Variant; // small RNG nibble for visual variation + public byte Flags; // packed bool flags, see TacticalFlags + + public bool IsWalkable + { + get + { + if ((Flags & (byte)TacticalFlags.Impassable) != 0) return false; + return Surface switch + { + TacticalSurface.Wall => false, + TacticalSurface.DeepWater => false, + _ => true, + } + && Deco != TacticalDeco.Tree && Deco != TacticalDeco.Boulder + && Deco != TacticalDeco.Counter && Deco != TacticalDeco.Bed + && Deco != TacticalDeco.Hearth && Deco != TacticalDeco.Sign + // Phase 7 M1 — dungeon decos that block movement. + && Deco != TacticalDeco.Brazier && Deco != TacticalDeco.Pillar + && Deco != TacticalDeco.ImperiumStatue && Deco != TacticalDeco.Container; + } + } + + public bool SlowsMovement + => (Flags & (byte)TacticalFlags.Slow) != 0 + || Deco == TacticalDeco.Bush + || Surface == TacticalSurface.ShallowWater + || Surface == TacticalSurface.Marsh + || Surface == TacticalSurface.Mud + // Phase 7 M1 — dungeon rubble slows movement. + || Surface == TacticalSurface.DungeonRubble; +} + +[Flags] +public enum TacticalFlags : byte +{ + None = 0, + Impassable = 1 << 0, + Slow = 1 << 1, + Bridge = 1 << 2, // walkable even though water is below + River = 1 << 3, // burned in by a river polyline + Road = 1 << 4, // burned in by a road polyline + Settlement = 1 << 5, // inside a settlement footprint + // Phase 6 M0 — building structure flags. Interior is derived + // (Settlement && Building && Surface==Floor) so we don't waste a bit. + Building = 1 << 6, // building wall or floor (subset of Settlement) + Doorway = 1 << 7, // walkable building entrance (subset of Building) +} diff --git a/Theriapolis.Core/Theriapolis.Core.csproj b/Theriapolis.Core/Theriapolis.Core.csproj new file mode 100644 index 0000000..2c05c14 --- /dev/null +++ b/Theriapolis.Core/Theriapolis.Core.csproj @@ -0,0 +1,10 @@ + + + net8.0 + enable + enable + Theriapolis.Core + Theriapolis.Core + 12 + + diff --git a/Theriapolis.Core/Time/WorldClock.cs b/Theriapolis.Core/Time/WorldClock.cs new file mode 100644 index 0000000..87c3355 --- /dev/null +++ b/Theriapolis.Core/Time/WorldClock.cs @@ -0,0 +1,48 @@ +namespace Theriapolis.Core.Time; + +public enum Season : byte { Spring, Summer, Autumn, Winter } + +/// +/// Single in-game time counter. Measured in whole seconds so it serializes +/// trivially and stays deterministic — no floating-point drift over a long +/// playthrough. +/// +/// Phase 4 callers advance the clock from world-map travel and tactical +/// stepping. Phase 8 weather/seasons reads from it. +/// +public sealed class WorldClock +{ + /// In-game seconds since world creation. Game time, not real time. + public long InGameSeconds { get; private set; } + + // Calendar constants. A 96-day year (24 days × 4 seasons) keeps the math + // tight; a real-world year would mean each season is a 90-hour playthrough. + public const int SecondsPerMinute = 60; + public const int SecondsPerHour = 3600; + public const int SecondsPerDay = SecondsPerHour * 24; + public const int DaysPerSeason = 24; + public const int DaysPerYear = DaysPerSeason * 4; + + public int Day => (int)(InGameSeconds / SecondsPerDay); + public int Hour => (int)((InGameSeconds % SecondsPerDay) / SecondsPerHour); + public int Minute => (int)((InGameSeconds % SecondsPerHour) / SecondsPerMinute); + public int Year => Day / DaysPerYear; + public Season Season => (Season)((Day / DaysPerSeason) % 4); + + public void Advance(long seconds) + { + if (seconds < 0) throw new ArgumentOutOfRangeException(nameof(seconds)); + InGameSeconds += seconds; + } + + public WorldClockState CaptureState() => new() { InGameSeconds = InGameSeconds }; + public void RestoreState(WorldClockState s) => InGameSeconds = s.InGameSeconds; + + /// Pretty-print like "Y0 Spring D5 14:23". + public string Format() => $"Y{Year} {Season} D{Day % DaysPerSeason} {Hour:D2}:{Minute:D2}"; +} + +public sealed class WorldClockState +{ + public long InGameSeconds; +} diff --git a/Theriapolis.Core/Util/AStarPathfinder.cs b/Theriapolis.Core/Util/AStarPathfinder.cs new file mode 100644 index 0000000..4d2e42c --- /dev/null +++ b/Theriapolis.Core/Util/AStarPathfinder.cs @@ -0,0 +1,120 @@ +namespace Theriapolis.Core.Util; + +/// +/// 8-directional A* pathfinder on the 1024×1024 world tile grid. +/// Uses pre-allocated arrays and a generation counter to avoid clearing between queries. +/// The cost function receives (fromX, fromY, toX, toY, entryDir) and returns the cost +/// of moving to the 'to' tile, or float.PositiveInfinity if impassable. +/// +public sealed class AStarPathfinder +{ + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + private const int TileCount = W * H; + + // Persistent arrays reused across queries (generation counter avoids clearing) + private readonly float[] _gScore = new float[TileCount]; + private readonly int[] _cameFrom = new int[TileCount]; // -1 = none + private readonly byte[] _generation = new byte[TileCount]; // current run's gen tag + private byte _currentGen; + + private readonly BinaryHeap _open = new(4096); + + // 8-directional deltas: N, NE, E, SE, S, SW, W, NW + private static readonly (int dx, int dy)[] Dirs = + { + ( 0,-1), ( 1,-1), ( 1, 0), ( 1, 1), + ( 0, 1), (-1, 1), (-1, 0), (-1,-1), + }; + + private static float Diagonal(int dx, int dy) + => (dx != 0 && dy != 0) ? 1.4142f : 1f; // sqrt(2) for diagonals + + private static float OctileHeuristic(int x0, int y0, int x1, int y1) + { + int dx = Math.Abs(x1 - x0); + int dy = Math.Abs(y1 - y0); + return Math.Max(dx, dy) + (1.4142f - 1f) * Math.Min(dx, dy); + } + + /// + /// Find the lowest-cost path from (sx,sy) to (gx,gy). + /// receives (fromX, fromY, toX, toY, entryDir) and returns + /// the cost of entering the 'to' tile from this direction, or PositiveInfinity if impassable. + /// Returns null if no path exists within the tile grid or if maxExpansions is exceeded. + /// + public List<(int X, int Y)>? FindPath( + int sx, int sy, + int gx, int gy, + Func costFn, + int maxExpansions = 600_000) + { + if (sx == gx && sy == gy) return new List<(int, int)> { (sx, sy) }; + int expansions = 0; + + // Increment generation (wrap around) + _currentGen = (byte)((_currentGen + 1) == 0 ? 1 : _currentGen + 1); + _open.Clear(); + + int startIdx = sy * W + sx; + _gScore[startIdx] = 0f; + _cameFrom[startIdx] = -1; + _generation[startIdx] = _currentGen; + + float h0 = OctileHeuristic(sx, sy, gx, gy); + _open.Insert(startIdx, h0); + + while (!_open.IsEmpty) + { + if (++expansions > maxExpansions) return null; // safety cap + + int curIdx = _open.ExtractMin(); + int curX = curIdx % W; + int curY = curIdx / W; + + if (curX == gx && curY == gy) + return ReconstructPath(curIdx); + + float curG = _gScore[curIdx]; + + for (int d = 0; d < 8; d++) + { + int nx = curX + Dirs[d].dx; + int ny = curY + Dirs[d].dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + + byte entryDir = (byte)d; + float moveCost = costFn(curX, curY, nx, ny, entryDir); + if (float.IsPositiveInfinity(moveCost)) continue; + + float newG = curG + Diagonal(Dirs[d].dx, Dirs[d].dy) + moveCost; + int nIdx = ny * W + nx; + + if (_generation[nIdx] == _currentGen && newG >= _gScore[nIdx]) + continue; // already found a better path + + _gScore[nIdx] = newG; + _cameFrom[nIdx] = curIdx; + _generation[nIdx] = _currentGen; + + float f = newG + OctileHeuristic(nx, ny, gx, gy); + _open.Insert(nIdx, f); + } + } + + return null; // no path found + } + + private List<(int X, int Y)> ReconstructPath(int goalIdx) + { + var path = new List<(int, int)>(); + int cur = goalIdx; + while (cur != -1) + { + path.Add((cur % W, cur / W)); + cur = _cameFrom[cur]; + } + path.Reverse(); + return path; + } +} diff --git a/Theriapolis.Core/Util/BinaryHeap.cs b/Theriapolis.Core/Util/BinaryHeap.cs new file mode 100644 index 0000000..2e146d3 --- /dev/null +++ b/Theriapolis.Core/Util/BinaryHeap.cs @@ -0,0 +1,87 @@ +namespace Theriapolis.Core.Util; + +/// +/// Min-heap priority queue used by AStarPathfinder. +/// Items with lower priority are extracted first. +/// Uses lazy deletion: does not support decrease-key; instead, duplicates are +/// inserted and stale entries are skipped at extraction time. +/// +public sealed class BinaryHeap +{ + private struct Entry + { + public float Priority; + public T Item; + } + + private Entry[] _heap; + private int _count; + + public BinaryHeap(int capacity = 1024) + { + _heap = new Entry[capacity]; + _count = 0; + } + + public int Count => _count; + public bool IsEmpty => _count == 0; + + public void Clear() => _count = 0; + + public void Insert(T item, float priority) + { + if (_count == _heap.Length) + Array.Resize(ref _heap, _heap.Length * 2); + + _heap[_count] = new Entry { Priority = priority, Item = item }; + BubbleUp(_count); + _count++; + } + + public (T Item, float Priority) Peek() + { + if (_count == 0) throw new InvalidOperationException("Heap is empty."); + return (_heap[0].Item, _heap[0].Priority); + } + + public T ExtractMin() + { + if (_count == 0) throw new InvalidOperationException("Heap is empty."); + var result = _heap[0]; + _count--; + if (_count > 0) + { + _heap[0] = _heap[_count]; + BubbleDown(0); + } + return result.Item; + } + + private void BubbleUp(int i) + { + while (i > 0) + { + int parent = (i - 1) >> 1; + if (_heap[parent].Priority <= _heap[i].Priority) break; + (_heap[parent], _heap[i]) = (_heap[i], _heap[parent]); + i = parent; + } + } + + private void BubbleDown(int i) + { + while (true) + { + int left = (i << 1) + 1; + int right = left + 1; + int min = i; + + if (left < _count && _heap[left].Priority < _heap[min].Priority) min = left; + if (right < _count && _heap[right].Priority < _heap[min].Priority) min = right; + + if (min == i) break; + (_heap[min], _heap[i]) = (_heap[i], _heap[min]); + i = min; + } + } +} diff --git a/Theriapolis.Core/Util/Dir.cs b/Theriapolis.Core/Util/Dir.cs new file mode 100644 index 0000000..431da50 --- /dev/null +++ b/Theriapolis.Core/Util/Dir.cs @@ -0,0 +1,68 @@ +namespace Theriapolis.Core.Util; + +/// +/// Direction encoding for tile-level features (rivers, rail, roads). +/// Directions are stored as byte values 0–7, matching the 8 compass points. +/// 255 = "no direction" / unset. +/// +public static class Dir +{ + // Direction constants (0-based, CCW from North) + public const byte None = 255; + public const byte N = 0; // (dx= 0, dy=-1) + public const byte NE = 1; // (dx= 1, dy=-1) + public const byte E = 2; // (dx= 1, dy= 0) + public const byte SE = 3; // (dx= 1, dy= 1) + public const byte S = 4; // (dx= 0, dy= 1) + public const byte SW = 5; // (dx=-1, dy= 1) + public const byte W = 6; // (dx=-1, dy= 0) + public const byte NW = 7; // (dx=-1, dy=-1) + + private static readonly (int dx, int dy)[] _deltas = + { + ( 0,-1), ( 1,-1), ( 1, 0), ( 1, 1), + ( 0, 1), (-1, 1), (-1, 0), (-1,-1), + }; + + /// Convert a (dx, dy) delta to a direction byte. Both values must be in {-1,0,1}. + public static byte FromDelta(int dx, int dy) + { + for (byte i = 0; i < 8; i++) + if (_deltas[i].dx == dx && _deltas[i].dy == dy) + return i; + return None; + } + + public static (int dx, int dy) ToDelta(byte dir) + { + if (dir == None) return (0, 0); + return _deltas[dir & 7]; + } + + /// + /// Two directions are parallel if their angular difference is ≤ 45° (including opposite directions). + /// + public static bool IsParallel(byte a, byte b) + { + if (a == None || b == None) return false; + int diff = Math.Abs((int)(a & 7) - (int)(b & 7)); + diff = Math.Min(diff, 8 - diff); + // diff 0 = same; diff 1 = 45°; diff 4 = 180° (opposite still parallel) + return diff <= 1 || diff >= 3; // ≤45° or ≥135° (anti-parallel) + } + + /// + /// Two directions are perpendicular if their angular difference is in [60°, 120°]. + /// Using discrete 45° steps: diff 2 = 90°. + /// + public static bool IsPerpendicular(byte a, byte b) + { + if (a == None || b == None) return false; + int diff = Math.Abs((int)(a & 7) - (int)(b & 7)); + diff = Math.Min(diff, 8 - diff); + return diff == 2; + } + + /// Opposite direction. + public static byte Opposite(byte d) => d == None ? None : (byte)((d + 4) & 7); +} diff --git a/Theriapolis.Core/Util/FastNoiseLite.cs b/Theriapolis.Core/Util/FastNoiseLite.cs new file mode 100644 index 0000000..699dcf7 --- /dev/null +++ b/Theriapolis.Core/Util/FastNoiseLite.cs @@ -0,0 +1,174 @@ +// FastNoiseLite — vendored C# implementation. +// Based on the FastNoiseLite library by Jordan Peck (Auburn). +// Provides 2D Simplex noise with fractal FBm support. +namespace Theriapolis.Core.Util; + +public sealed class FastNoiseLite +{ + public enum NoiseType { OpenSimplex2, Simplex, Perlin } + public enum FractalType { None, FBm, Ridged, PingPong } + + // ── Properties ──────────────────────────────────────────────────────────── + public int Seed { get; set; } = 1337; + public float Frequency { get; set; } = 0.01f; + public NoiseType Noise { get; set; } = NoiseType.OpenSimplex2; + public FractalType Fractal { get; set; } = FractalType.FBm; + public int Octaves { get; set; } = 3; + public float Lacunarity{ get; set; } = 2.0f; + public float Gain { get; set; } = 0.5f; + public float WeightedStrength { get; set; } = 0.0f; + + // ── Permutation table ───────────────────────────────────────────────────── + private readonly int[] _perm = new int[512]; + private int _cachedSeed = int.MinValue; + + private void EnsurePerm() + { + if (_cachedSeed == Seed) return; + _cachedSeed = Seed; + // Build the shuffled permutation table from the seed + var p = new int[256]; + for (int i = 0; i < 256; i++) p[i] = i; + // Seeded Fisher–Yates + ulong state = (ulong)Seed ^ 0x9e3779b97f4a7c15UL; + for (int i = 255; i > 0; i--) + { + state += 0x9e3779b97f4a7c15UL; + ulong z = state; + z = (z ^ (z >> 30)) * 0xbf58476d1ce4e5b9UL; + z = (z ^ (z >> 27)) * 0x94d049bb133111ebUL; + int j = (int)((z ^ (z >> 31)) % (ulong)(i + 1)); + (p[i], p[j]) = (p[j], p[i]); + } + for (int i = 0; i < 512; i++) _perm[i] = p[i & 255]; + } + + // ── 2D gradient table (12 directions) ──────────────────────────────────── + private static readonly float[] GradX = { 1, -1, 1, -1, 1, -1, 1, -1, 0, 0, 0, 0 }; + private static readonly float[] GradY = { 1, 1, -1, -1, 0, 0, 0, 0, 1, -1, 1, -1 }; + + private static int FastFloor(float x) => x >= 0 ? (int)x : (int)x - 1; + private static float Lerp(float a, float b, float t) => a + (b - a) * t; + + // ── Core 2D simplex noise ──────────────────────────────────────────────── + private float Simplex2D(float x, float y) + { + EnsurePerm(); + const float F2 = 0.3660254037844387f; // (sqrt(3)-1)/2 + const float G2 = 0.21132486540518713f; // (3-sqrt(3))/6 + + float s = (x + y) * F2; + int i = FastFloor(x + s); + int j = FastFloor(y + s); + float t = (i + j) * G2; + float x0 = x - (i - t); + float y0 = y - (j - t); + + int i1, j1; + if (x0 > y0) { i1 = 1; j1 = 0; } + else { i1 = 0; j1 = 1; } + + float x1 = x0 - i1 + G2; + float y1 = y0 - j1 + G2; + float x2 = x0 - 1f + 2f * G2; + float y2 = y0 - 1f + 2f * G2; + + int gi0 = _perm[( i + _perm[ j & 255]) & 255] % 12; + int gi1 = _perm[((i + i1) + _perm[((j + j1)) & 255]) & 255] % 12; + int gi2 = _perm[( i + 1 + _perm[( j + 1 ) & 255]) & 255] % 12; + + float n = Contribution(gi0, x0, y0) + + Contribution(gi1, x1, y1) + + Contribution(gi2, x2, y2); + return 70f * n; // scale to approximately [-1, 1] + } + + private static float Contribution(int gi, float x, float y) + { + float t = 0.5f - x * x - y * y; + if (t < 0) return 0f; + t *= t; + return t * t * (GradX[gi] * x + GradY[gi] * y); + } + + // ── OpenSimplex2 (alias to Simplex for vendored build) ──────────────────── + // Full OpenSimplex2 derivation is identical in output characteristics for + // our use; the distinction matters only for tiling, which we don't use. + private float OpenSimplex2_2D(float x, float y) + { + const float sqrt3 = 1.7320508075688772f; + const float F2 = 0.5f * (sqrt3 - 1f); + float t = (x + y) * F2; + x += t; y += t; + return Simplex2D(x, y); + } + + // ── Single noise sample (no fractal) ────────────────────────────────────── + private float SingleNoise(float x, float y) => Noise switch + { + NoiseType.OpenSimplex2 => OpenSimplex2_2D(x, y), + NoiseType.Simplex => Simplex2D(x, y), + NoiseType.Perlin => Simplex2D(x, y), // use simplex as stand-in + _ => Simplex2D(x, y), + }; + + // ── Fractal FBm ─────────────────────────────────────────────────────────── + private float FractalFBm(float x, float y) + { + float sum = 0; + float amp = CalcFractalBounding(); + float freq = Frequency; + for (int i = 0; i < Octaves; i++) + { + float n = SingleNoise(x * freq, y * freq); + sum += n * amp; + amp *= Lerp(1f, MathF.Min(n + 1f, 2f) * 0.5f, WeightedStrength); + amp *= Gain; + freq *= Lacunarity; + } + return sum; + } + + private float FractalRidged(float x, float y) + { + float sum = 0; + float amp = CalcFractalBounding(); + float freq = Frequency; + for (int i = 0; i < Octaves; i++) + { + float n = MathF.Abs(SingleNoise(x * freq, y * freq)); + sum += (n * -2f + 1f) * amp; + amp *= Lerp(1f, 1f - n, WeightedStrength); + amp *= Gain; + freq *= Lacunarity; + } + return sum; + } + + private float CalcFractalBounding() + { + float amp = Gain; + float ampFractal = 1f; + for (int i = 1; i < Octaves; i++) + { + ampFractal += amp; + amp *= Gain; + } + return 1f / ampFractal; + } + + // ── Public API ──────────────────────────────────────────────────────────── + + /// Returns noise in approximately [-1, 1]. + public float GetNoise(float x, float y) => Fractal switch + { + FractalType.None => SingleNoise(x * Frequency, y * Frequency), + FractalType.FBm => FractalFBm(x, y), + FractalType.Ridged => FractalRidged(x, y), + FractalType.PingPong => FractalFBm(x, y), // simplification + _ => FractalFBm(x, y), + }; + + /// Returns noise remapped to [0, 1]. + public float GetNoise01(float x, float y) => (GetNoise(x, y) + 1f) * 0.5f; +} diff --git a/Theriapolis.Core/Util/NameGenerator.cs b/Theriapolis.Core/Util/NameGenerator.cs new file mode 100644 index 0000000..f7147fa --- /dev/null +++ b/Theriapolis.Core/Util/NameGenerator.cs @@ -0,0 +1,61 @@ +namespace Theriapolis.Core.Util; + +/// +/// Simple syllable-based settlement name generator. +/// Names are deterministic from the RNG stream passed in. +/// +public static class NameGenerator +{ + // Prefixes keyed roughly by biome/region character + private static readonly string[] ForestPrefixes = + { "Mill", "Wood", "Ash", "Elm", "Oak", "Dark", "Green", "Birch", "Briar", "Hollow" }; + private static readonly string[] GrasslandPrefixes = + { "Flat", "Wind", "Broad", "Long", "Wide", "Open", "West", "East", "South", "High" }; + private static readonly string[] MountainPrefixes = + { "Stone", "Iron", "Crag", "Peak", "High", "Cold", "Hard", "Grey", "Frost", "Ridge" }; + private static readonly string[] CoastPrefixes = + { "Port", "Bay", "Salt", "Shore", "Wave", "Tide", "Sea", "Gull", "Haven", "Cove" }; + private static readonly string[] IndustrialPrefixes = + { "Iron", "Coal", "Forge", "Mill", "Steel", "Smoke", "Works", "Rail", "Ash", "Soot" }; + private static readonly string[] DefaultPrefixes = + { "North", "South", "East", "West", "New", "Old", "Cross", "Red", "Black", "White" }; + + private static readonly string[] Roots = + { + "haven", "feld", "ford", "bridge", "bury", "ton", "wick", "croft", "moor", "vale", + "thorpe", "worth", "stead", "gate", "well", "lea", "marsh", "brook", "heath", "down", + "field", "wood", "ridge", "cliff", "holm", "beck", "burn", "shaw", "thwaite", "garth", + }; + + private static readonly string[] Suffixes = + { "", "", "", "ville", "ton", "burg", "berg", "port", "ford", "cross", "hall", "keep" }; + + /// + /// Generate a settlement name from the given RNG and biome character. + /// The biome parameter is the macro cell's biome type string. + /// + public static string Generate(SeededRng rng, string biomeType) + { + var prefixes = biomeType.ToLowerInvariant() switch + { + var b when b.Contains("forest") => ForestPrefixes, + var b when b.Contains("grassland") => GrasslandPrefixes, + var b when b.Contains("mountain") => MountainPrefixes, + var b when b.Contains("coast") => CoastPrefixes, + var b when b.Contains("industrial") => IndustrialPrefixes, + var b when b.Contains("subtropical") => CoastPrefixes, + var b when b.Contains("wetland") => ForestPrefixes, + _ => DefaultPrefixes, + }; + + string prefix = prefixes[rng.NextInt(prefixes.Length)]; + string root = Roots[rng.NextInt(Roots.Length)]; + string suffix = Suffixes[rng.NextInt(Suffixes.Length)]; + + // Avoid awkward concatenations (e.g., "Millmill") + if (root.StartsWith(prefix.ToLowerInvariant())) + prefix = DefaultPrefixes[rng.NextInt(DefaultPrefixes.Length)]; + + return prefix + root + suffix; + } +} diff --git a/Theriapolis.Core/Util/SeededRng.cs b/Theriapolis.Core/Util/SeededRng.cs new file mode 100644 index 0000000..cd11e0e --- /dev/null +++ b/Theriapolis.Core/Util/SeededRng.cs @@ -0,0 +1,67 @@ +namespace Theriapolis.Core.Util; + +/// +/// SplitMix64-based pseudo-random number generator with named sub-stream support. +/// All game randomness must go through this class — no new System.Random() anywhere. +/// +public sealed class SeededRng +{ + private ulong _state; + + public SeededRng(ulong seed) + { + // Mix the seed to avoid bad low-entropy states + _state = seed == 0 ? 0x9e3779b97f4a7c15UL : seed; + // Warm up the state + NextUInt64(); + NextUInt64(); + } + + /// Create a sub-stream for a specific subsystem using the world seed and a named tag constant. + public static SeededRng ForSubsystem(ulong worldSeed, ulong subsystemTag) + => new(worldSeed ^ subsystemTag); + + public ulong NextUInt64() + { + // SplitMix64 step + _state += 0x9e3779b97f4a7c15UL; + ulong z = _state; + z = (z ^ (z >> 30)) * 0xbf58476d1ce4e5b9UL; + z = (z ^ (z >> 27)) * 0x94d049bb133111ebUL; + return z ^ (z >> 31); + } + + public uint NextUInt32() => (uint)(NextUInt64() >> 32); + + /// Returns a double in [0, 1). + public double NextDouble() => (NextUInt64() >> 11) * (1.0 / (1UL << 53)); + + /// Returns a float in [0, 1). + public float NextFloat() => (float)NextDouble(); + + /// Returns a float in [min, max). + public float NextFloat(float min, float max) => min + NextFloat() * (max - min); + + /// Returns an int in [min, max). + public int NextInt(int min, int max) + { + if (max <= min) return min; + return min + (int)(NextUInt64() % (ulong)(max - min)); + } + + /// Returns an int in [0, max). + public int NextInt(int max) => NextInt(0, max); + + /// Returns true with probability p (0–1). + public bool NextBool(double p = 0.5) => NextDouble() < p; + + /// Shuffles a span in place using Fisher–Yates. + public void Shuffle(Span span) + { + for (int i = span.Length - 1; i > 0; i--) + { + int j = NextInt(0, i + 1); + (span[i], span[j]) = (span[j], span[i]); + } + } +} diff --git a/Theriapolis.Core/Util/Vec2.cs b/Theriapolis.Core/Util/Vec2.cs new file mode 100644 index 0000000..bcdfe61 --- /dev/null +++ b/Theriapolis.Core/Util/Vec2.cs @@ -0,0 +1,43 @@ +namespace Theriapolis.Core.Util; + +/// +/// Lightweight 2D float vector for world-pixel-space polyline coordinates. +/// Intentionally avoids System.Numerics to keep Core dependency-free. +/// +public readonly struct Vec2 +{ + public readonly float X; + public readonly float Y; + + public Vec2(float x, float y) { X = x; Y = y; } + + public static Vec2 operator +(Vec2 a, Vec2 b) => new(a.X + b.X, a.Y + b.Y); + public static Vec2 operator -(Vec2 a, Vec2 b) => new(a.X - b.X, a.Y - b.Y); + public static Vec2 operator *(Vec2 a, float s) => new(a.X * s, a.Y * s); + public static Vec2 operator *(float s, Vec2 a) => new(a.X * s, a.Y * s); + public static Vec2 operator /(Vec2 a, float s) => new(a.X / s, a.Y / s); + + public float LengthSquared => X * X + Y * Y; + public float Length => MathF.Sqrt(LengthSquared); + + public Vec2 Normalized + { + get + { + float len = Length; + return len < 1e-6f ? new Vec2(0, 0) : this * (1f / len); + } + } + + /// 90° CCW rotation — perpendicular vector. + public Vec2 Perp => new(-Y, X); + + public static float Dot(Vec2 a, Vec2 b) => a.X * b.X + a.Y * b.Y; + public static float DistSq(Vec2 a, Vec2 b) => (a - b).LengthSquared; + public static float Dist(Vec2 a, Vec2 b) => (a - b).Length; + + /// Linear interpolation between a and b at parameter t. + public static Vec2 Lerp(Vec2 a, Vec2 b, float t) => a + (b - a) * t; + + public override string ToString() => $"({X:F1}, {Y:F1})"; +} diff --git a/Theriapolis.Core/World/Bridge.cs b/Theriapolis.Core/World/Bridge.cs new file mode 100644 index 0000000..4417cc6 --- /dev/null +++ b/Theriapolis.Core/World/Bridge.cs @@ -0,0 +1,29 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World; + +/// +/// A bridge where a road or rail polyline crosses a river. +/// Endpoints are in world-pixel space and follow the actual road polyline, +/// so the deck visually matches the road at the crossing regardless of meander. +/// +public readonly struct Bridge +{ + public readonly Vec2 Start; + public readonly Vec2 End; + public readonly int RoadId; + + public Bridge(Vec2 start, Vec2 end, int roadId) + { + Start = start; + End = end; + RoadId = roadId; + } + + /// Center of the deck (midpoint of Start–End). + public float WorldPixelX => (Start.X + End.X) * 0.5f; + public float WorldPixelY => (Start.Y + End.Y) * 0.5f; + + /// Road direction angle (radians) from Start to End. + public float RoadAngle => MathF.Atan2(End.Y - Start.Y, End.X - Start.X); +} diff --git a/Theriapolis.Core/World/DangerZone.cs b/Theriapolis.Core/World/DangerZone.cs new file mode 100644 index 0000000..64ce675 --- /dev/null +++ b/Theriapolis.Core/World/DangerZone.cs @@ -0,0 +1,123 @@ +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World; + +/// +/// Phase 5 M5: per-chunk threat-tier index. Drives which template each +/// instantiates: zone 0 = safest (footpads, +/// pups), zone 4 = deepest wilds (captains, dire wolves, brown bears). +/// +/// Computed once per chunk at instantiation time from biome + distance to +/// player-start + distance to nearest road + distance to nearest settlement. +/// Stored on and folded into +/// the chunk's hash so determinism tests catch any formula drift. +/// +public static class DangerZone +{ + /// + /// Compute the danger zone for a given world-tile center. Pass the + /// world's player-start tile so distance-from-start is meaningful even + /// before the actual spawns. + /// + public static int Compute(int worldTileX, int worldTileY, WorldState world, int startTileX, int startTileY) + { + int zone = 0; + zone += DistanceFromStartZone(worldTileX, worldTileY, startTileX, startTileY); + zone += DistanceFromRoadZone(worldTileX, worldTileY, world); + zone += DistanceFromSettlementZone(worldTileX, worldTileY, world); + zone += BiomeDangerBonus(in world.TileAt( + System.Math.Clamp(worldTileX, 0, C.WORLD_WIDTH_TILES - 1), + System.Math.Clamp(worldTileY, 0, C.WORLD_HEIGHT_TILES - 1))); + return System.Math.Clamp(zone, C.DANGER_ZONE_MIN, C.DANGER_ZONE_MAX); + } + + /// + /// Convenience: pick the player-start tile from the world (Tier-1 + /// settlement if any, else map centre) and compute the zone. + /// + public static int Compute(int worldTileX, int worldTileY, WorldState world) + { + var (sx, sy) = ResolveStartTile(world); + return Compute(worldTileX, worldTileY, world, sx, sy); + } + + private static int DistanceFromStartZone(int x, int y, int startX, int startY) + { + int dist = ChebyshevDistance(x, y, startX, startY); + return dist / C.DANGER_DIST_FROM_START_PER_ZONE; + } + + private static int DistanceFromRoadZone(int worldTileX, int worldTileY, WorldState world) + { + if (world.Roads.Count == 0) return 1; // no roads at all → treat as remote + int worldPxX = worldTileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS / 2; + int worldPxY = worldTileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS / 2; + float minDistSq = float.MaxValue; + foreach (var road in world.Roads) + { + foreach (var pt in road.Points) + { + float dx = pt.X - worldPxX; + float dy = pt.Y - worldPxY; + float d2 = dx * dx + dy * dy; + if (d2 < minDistSq) minDistSq = d2; + } + } + float distTiles = (float)System.Math.Sqrt(minDistSq) / C.WORLD_TILE_PIXELS; + return distTiles > C.DANGER_DIST_FROM_ROAD_THRESHOLD ? 1 : 0; + } + + private static int DistanceFromSettlementZone(int worldTileX, int worldTileY, WorldState world) + { + if (world.Settlements.Count == 0) return 1; + int minDistTiles = int.MaxValue; + foreach (var s in world.Settlements) + { + int d = ChebyshevDistance(worldTileX, worldTileY, s.TileX, s.TileY); + if (d < minDistTiles) minDistTiles = d; + } + return minDistTiles > C.DANGER_DIST_FROM_SETTLE_THRESHOLD ? 1 : 0; + } + + private static int BiomeDangerBonus(in WorldTile tile) => tile.Biome switch + { + // Settled / safe biomes + BiomeId.TemperateGrassland => 0, + BiomeId.TemperateDeciduous => 0, + BiomeId.RiverValley => 0, + BiomeId.Beach => 0, + BiomeId.Coastal => 0, + BiomeId.Ocean => 0, // not walkable but won't generate spawns either + // Mid-danger biomes + BiomeId.Boreal => 1, + BiomeId.Wetland => 1, + BiomeId.Tundra => 1, + BiomeId.SubtropicalForest => 1, + BiomeId.Scrubland => 1, + BiomeId.MountainForested => 1, + BiomeId.ForestEdge => 1, + BiomeId.Foothills => 1, + BiomeId.MarshEdge => 1, + BiomeId.Mangrove => 1, + // High-danger biomes + BiomeId.MountainAlpine => 2, + BiomeId.DesertCold => 2, + BiomeId.TidalFlat => 1, + BiomeId.Cliff => 2, + _ => 1, + }; + + private static int ChebyshevDistance(int x1, int y1, int x2, int y2) + => System.Math.Max(System.Math.Abs(x1 - x2), System.Math.Abs(y1 - y2)); + + /// Tier-1 settlement tile if available, else map centre. + public static (int x, int y) ResolveStartTile(WorldState world) + { + foreach (var s in world.Settlements) + { + if (s.Tier == 1 && !s.IsPoi) + return (s.TileX, s.TileY); + } + return (C.WORLD_WIDTH_TILES / 2, C.WORLD_HEIGHT_TILES / 2); + } +} diff --git a/Theriapolis.Core/World/FactionInfluence.cs b/Theriapolis.Core/World/FactionInfluence.cs new file mode 100644 index 0000000..0849a18 --- /dev/null +++ b/Theriapolis.Core/World/FactionInfluence.cs @@ -0,0 +1,50 @@ +namespace Theriapolis.Core.World; + +public enum FactionId : byte +{ + CovenantEnforcers = 0, + Inheritors = 1, + ThornCouncil = 2, +} + +/// +/// Per-tile influence map for the three primary factions. +/// Influence[factionIndex, x, y] ∈ [0, 1]. +/// +public sealed class FactionInfluenceMap +{ + public const int FactionCount = 3; + + // Flat array: [faction * W * H + y * W + x] + private readonly float[] _data; + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public FactionInfluenceMap() + { + _data = new float[FactionCount * W * H]; + } + + public float Get(int faction, int x, int y) => _data[faction * W * H + y * W + x]; + public void Set(int faction, int x, int y, float value) => + _data[faction * W * H + y * W + x] = value; + + public void Add(int faction, int x, int y, float delta) + { + int idx = faction * W * H + y * W + x; + _data[idx] = Math.Max(0f, Math.Min(1f, _data[idx] + delta)); + } + + /// Returns the index of the faction with highest influence at this tile, or -1 if all zero. + public int DominantFaction(int x, int y) + { + float best = 0f; + int idx = -1; + for (int f = 0; f < FactionCount; f++) + { + float v = Get(f, x, y); + if (v > best) { best = v; idx = f; } + } + return idx; + } +} diff --git a/Theriapolis.Core/World/Generation/IWorldGenStage.cs b/Theriapolis.Core/World/Generation/IWorldGenStage.cs new file mode 100644 index 0000000..2175987 --- /dev/null +++ b/Theriapolis.Core/World/Generation/IWorldGenStage.cs @@ -0,0 +1,12 @@ +namespace Theriapolis.Core.World.Generation; + +/// +/// A single stage in the deterministic world-generation pipeline. +/// Each stage is a pure function of (WorldGenContext) given its sub-seed. +/// Same seed + same stage order = byte-identical world every run. +/// +public interface IWorldGenStage +{ + string Name { get; } + void Run(WorldGenContext ctx); +} diff --git a/Theriapolis.Core/World/Generation/LandmassMap.cs b/Theriapolis.Core/World/Generation/LandmassMap.cs new file mode 100644 index 0000000..a6e3545 --- /dev/null +++ b/Theriapolis.Core/World/Generation/LandmassMap.cs @@ -0,0 +1,81 @@ +namespace Theriapolis.Core.World.Generation; + +/// +/// Computes 8-connected land-component IDs and sizes via flood fill. Settlement +/// placement uses this to confine settlements to the main landmass — roads +/// can't cross ocean, so a settlement on a disconnected island would either be +/// unreachable or get a sea-crossing straight-line connector stub from +/// EnsureSettlementConnectivity. 8-connected matches A*'s movement +/// model so "reachable by road" and "same component" coincide. +/// +internal static class LandmassMap +{ + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + private static readonly (int dx, int dy)[] Neighbors = + { + ( 0,-1), ( 1,-1), ( 1, 0), ( 1, 1), + ( 0, 1), (-1, 1), (-1, 0), (-1,-1), + }; + + /// + /// Returns a pair of arrays: componentId[x,y] gives the 8-connected + /// land component ID at (x,y), or -1 if (x,y) is ocean; componentSize[id] + /// gives the tile count of component . + /// + public static (int[,] componentId, int[] componentSize) Compute(WorldState world) + { + var compId = new int[W, H]; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + compId[x, y] = -1; + + var sizes = new List(); + var queue = new Queue<(int x, int y)>(); + + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (compId[x, y] != -1) continue; + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + + int id = sizes.Count; + int size = 0; + compId[x, y] = id; + queue.Enqueue((x, y)); + + while (queue.Count > 0) + { + var (cx, cy) = queue.Dequeue(); + size++; + foreach (var (dx, dy) in Neighbors) + { + int nx = cx + dx, ny = cy + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (compId[nx, ny] != -1) continue; + if (world.Tiles[nx, ny].Biome == BiomeId.Ocean) continue; + compId[nx, ny] = id; + queue.Enqueue((nx, ny)); + } + } + + sizes.Add(size); + } + + return (compId, sizes.ToArray()); + } + + /// + /// Returns the component ID of the largest land component, or -1 if the + /// world has no land. + /// + public static int LargestComponentId(int[] componentSizes) + { + int best = -1; + int bestSize = 0; + for (int i = 0; i < componentSizes.Length; i++) + if (componentSizes[i] > bestSize) { bestSize = componentSizes[i]; best = i; } + return best; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/BiomeAssignStage.cs b/Theriapolis.Core/World/Generation/Stages/BiomeAssignStage.cs new file mode 100644 index 0000000..0858591 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/BiomeAssignStage.cs @@ -0,0 +1,145 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 8 — BiomeAssign +/// Per-tile biome assignment from (elevation, moisture, temperature) values. +/// After assignment, applies Addendum A §1 transition bands (2–4 tiles wide) +/// at biome borders, creating mixed transition biomes. +/// +public sealed class BiomeAssignStage : IWorldGenStage +{ + public string Name => "BiomeAssign"; + + public void Run(WorldGenContext ctx) + { + if (ctx.World.BiomeDefs is null) + throw new InvalidOperationException("BiomeDefs not loaded; run MacroTemplateLoad first."); + + var nonTransition = ctx.World.BiomeDefs.Where(b => !b.IsTransition).ToArray(); + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + + // Pass 1: assign base biome per tile + Parallel.For(0, H, ty => + { + for (int tx = 0; tx < W; tx++) + { + ref var tile = ref ctx.World.Tiles[tx, ty]; + tile.Biome = AssignBiome(nonTransition, tile.Elevation, tile.Moisture, tile.Temperature); + } + }); + + // Pass 2: apply transition bands at biome borders (2–4 tile radius) + var transitionMap = BuildTransitionMap(); + var biomeCopy = new BiomeId[W, H]; + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + biomeCopy[tx, ty] = ctx.World.Tiles[tx, ty].Biome; + + const int bandRadius = 3; + for (int ty = bandRadius; ty < H - bandRadius; ty++) + for (int tx = bandRadius; tx < W - bandRadius; tx++) + { + BiomeId center = biomeCopy[tx, ty]; + if (center == BiomeId.Ocean) continue; + + for (int dy = -bandRadius; dy <= bandRadius; dy++) + for (int dx = -bandRadius; dx <= bandRadius; dx++) + { + if (dx == 0 && dy == 0) continue; + float dist = MathF.Sqrt(dx * dx + dy * dy); + if (dist > bandRadius) continue; + + BiomeId nbr = biomeCopy[tx + dx, ty + dy]; + if (nbr == center) continue; + + // Apply transition biome at the border zone + BiomeId transition = GetTransition(center, nbr, transitionMap); + if (transition != BiomeId.None) + { + float t = dist / bandRadius; // 0 at center, 1 at edge + if (t < 0.5f) + ctx.World.Tiles[tx, ty].Biome = transition; + } + } + } + + ctx.World.StageHashes["BiomeAssign"] = ctx.World.HashBiomes(); + ctx.LogMessage($"[BiomeAssign] Biome hash: 0x{ctx.World.StageHashes["BiomeAssign"]:X16}"); + } + + internal static BiomeId AssignBiome(BiomeDef[] defs, float e, float m, float t) + { + if (e < WorldState.SeaLevel) return BiomeId.Ocean; + + BiomeDef? best = null; + float bestScore = -1f; + foreach (var def in defs) + { + if (def.Id == "ocean") continue; + float s = def.Score(e, m, t); + if (s > bestScore) { bestScore = s; best = def; } + } + + if (best is null) return BiomeId.TemperateGrassland; // fallback + return ParseBiomeId(best.Id); + } + + public static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch + { + "ocean" => BiomeId.Ocean, + "tundra" => BiomeId.Tundra, + "boreal" => BiomeId.Boreal, + "temperate_deciduous" => BiomeId.TemperateDeciduous, + "temperate_grassland" => BiomeId.TemperateGrassland, + "mountain_alpine" => BiomeId.MountainAlpine, + "mountain_forested" => BiomeId.MountainForested, + "subtropical_forest" => BiomeId.SubtropicalForest, + "wetland" => BiomeId.Wetland, + "coastal" => BiomeId.Coastal, + "river_valley" => BiomeId.RiverValley, + "scrubland" => BiomeId.Scrubland, + "desert_cold" => BiomeId.DesertCold, + "forest_edge" => BiomeId.ForestEdge, + "foothills" => BiomeId.Foothills, + "marsh_edge" => BiomeId.MarshEdge, + "beach" => BiomeId.Beach, + "cliff" => BiomeId.Cliff, + "tidal_flat" => BiomeId.TidalFlat, + "mangrove" => BiomeId.Mangrove, + _ => BiomeId.TemperateGrassland, + }; + + // Addendum A §1: transition biome pairs + private static Dictionary<(BiomeId, BiomeId), BiomeId> BuildTransitionMap() => new() + { + {(BiomeId.TemperateDeciduous, BiomeId.TemperateGrassland), BiomeId.ForestEdge}, + {(BiomeId.TemperateGrassland, BiomeId.TemperateDeciduous), BiomeId.ForestEdge}, + {(BiomeId.Boreal, BiomeId.TemperateDeciduous), BiomeId.ForestEdge}, + {(BiomeId.TemperateDeciduous, BiomeId.Boreal), BiomeId.ForestEdge}, + {(BiomeId.TemperateGrassland, BiomeId.MountainAlpine), BiomeId.Foothills}, + {(BiomeId.MountainAlpine, BiomeId.TemperateGrassland), BiomeId.Foothills}, + {(BiomeId.TemperateDeciduous, BiomeId.MountainAlpine), BiomeId.Foothills}, + {(BiomeId.MountainAlpine, BiomeId.TemperateDeciduous), BiomeId.Foothills}, + {(BiomeId.Boreal, BiomeId.MountainAlpine), BiomeId.Foothills}, + {(BiomeId.TemperateDeciduous, BiomeId.Wetland), BiomeId.MarshEdge}, + {(BiomeId.Wetland, BiomeId.TemperateDeciduous), BiomeId.MarshEdge}, + {(BiomeId.TemperateGrassland, BiomeId.Wetland), BiomeId.MarshEdge}, + {(BiomeId.Wetland, BiomeId.TemperateGrassland), BiomeId.MarshEdge}, + // Coastal transitions from any land biome + {(BiomeId.TemperateDeciduous, BiomeId.Ocean), BiomeId.Beach}, + {(BiomeId.TemperateGrassland, BiomeId.Ocean), BiomeId.Beach}, + {(BiomeId.Tundra, BiomeId.Ocean), BiomeId.Beach}, + {(BiomeId.SubtropicalForest, BiomeId.Ocean), BiomeId.Mangrove}, + {(BiomeId.Wetland, BiomeId.Ocean), BiomeId.TidalFlat}, + {(BiomeId.MountainAlpine, BiomeId.Ocean), BiomeId.Cliff}, + }; + + private static BiomeId GetTransition(BiomeId a, BiomeId b, Dictionary<(BiomeId, BiomeId), BiomeId> map) + { + if (map.TryGetValue((a, b), out var t)) return t; + return BiomeId.None; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/BorderDistortionGenStage.cs b/Theriapolis.Core/World/Generation/Stages/BorderDistortionGenStage.cs new file mode 100644 index 0000000..79992ef --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/BorderDistortionGenStage.cs @@ -0,0 +1,372 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 7 — BorderDistortionGen +/// Implements Addendum A §1: organic coastlines with noise-based curliness. +/// +/// Method — additive multi-octave noise in the coastal band: +/// 1. Identify land/ocean border tiles from the current elevation field. +/// 2. BFS a per-tile distance-to-coast map out to COAST_BAND_WIDTH. +/// 3. Add 3 octaves of continuous noise (fine / medium / coarse) to the +/// elevation of every tile within the band, with amplitude that tapers +/// smoothstep from full at the coast to zero at the band edge. +/// 4. Re-clamp land tiles to their macro cell's accepted elevation range. +/// 5. Re-detect border tiles for the IsBorder flag. +/// +/// Why this works: the thresholding that decides "ocean or land" happens on +/// a continuous, curvilinear noise field. The resulting coastline inherits +/// the organic character of the noise — headlands, bays, little spits and +/// inlets — without any post-hoc carve-and-fix pass. Multiple octaves at +/// different spatial scales give both small-scale fuzz (fineNoise) and +/// large-scale headlands / coves (coarseNoise), which is what natural +/// coastlines look like. +/// +/// The previous implementation used a post-hoc "detect straight runs and +/// carve the middle tile" loop. That cannot produce natural results: +/// - The detector only saw axis-aligned runs, so diagonal coasts slipped +/// through unchanged. +/// - The discrete per-tile carve on a long straight run produced an +/// alternating land/ocean pattern which exposed the next inland row +/// to the detector, which carved it in a phase-offset alternation, +/// cascading inward and producing large triangular sawtooth artifacts. +/// +public sealed class BorderDistortionGenStage : IWorldGenStage +{ + public string Name => "BorderDistortionGen"; + + public void Run(WorldGenContext ctx) + { + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + float sl = WorldState.SeaLevel; + + // ── Step 0: enforce ocean border at map edges before the wobble pass. + // Tiles within OCEAN_BORDER_WIDTH of the edge are pushed well below sea + // level so the continent never touches the map boundary. Doing this + // here (before the border detection and wobble) means the resulting + // coastline gets the same organic multi-octave treatment as every other + // coast segment. Elevation is set low enough (sl - 0.20) that the + // maximum wobble amplitude (+0.18) cannot push it back above sea level. + int border = C.OCEAN_BORDER_WIDTH; + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + if (tx >= border && tx < W - border && ty >= border && ty < H - border) + continue; + ref var tile = ref ctx.World.Tiles[tx, ty]; + if (tile.Elevation >= sl) + tile.Elevation = sl - 0.20f; + } + + ulong seed = ctx.World.WorldSeed ^ C.RNG_BORDER; + + // Three noise layers at different spatial scales. + // Frequencies are absolute (tiles), not normalised — FastNoiseLite's + // frequency is measured in cycles per input unit, and our inputs are + // tile coordinates. + // + // fine ≈ 3-tile period — local fuzz / single-tile inlets + // medium ≈ 10-tile period — small coves and promontories + // coarse ≈ 30-tile period — bays and peninsulas + var fineNoise = new FastNoiseLite + { + Seed = (int)(seed & 0x7FFFFFFF), + Frequency = 0.33f, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + }; + var medNoise = new FastNoiseLite + { + Seed = (int)((seed >> 12) & 0x7FFFFFFF), + Frequency = 0.10f, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 3, + Lacunarity = 2.0f, + Gain = 0.5f, + }; + var coarseNoise = new FastNoiseLite + { + Seed = (int)((seed >> 24) & 0x7FFFFFFF), + Frequency = 0.033f, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 4, + Lacunarity = 2.0f, + Gain = 0.5f, + }; + + // Warm up permutation tables on the calling thread before the + // Parallel.For. FastNoiseLite's internal perm init is not thread-safe. + _ = fineNoise.GetNoise(0f, 0f); + _ = medNoise.GetNoise(0f, 0f); + _ = coarseNoise.GetNoise(0f, 0f); + + int bandWidth = C.COAST_BAND_WIDTH; + + // ── Step 1: build border-tile mask from current elevation. + bool[,] isBorder = new bool[W, H]; + for (int ty = 1; ty < H - 1; ty++) + for (int tx = 1; tx < W - 1; tx++) + { + bool land = ctx.World.Tiles[tx, ty].Elevation >= sl; + for (int dy = -1; dy <= 1; dy++) + for (int dx = -1; dx <= 1; dx++) + { + if (dx == 0 && dy == 0) continue; + if ((ctx.World.Tiles[tx + dx, ty + dy].Elevation >= sl) != land) + { isBorder[tx, ty] = true; goto nextTile; } + } + nextTile:; + } + + // ── Step 2: BFS-compute per-tile distance to the nearest border tile. + // Tiles within `bandWidth` of the border form the coastal wobble zone; + // anything further out keeps its original elevation. + int[,] coastDist = new int[W, H]; + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + coastDist[tx, ty] = int.MaxValue; + + var bfsQueue = new Queue<(int x, int y)>(); + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + if (isBorder[tx, ty]) { coastDist[tx, ty] = 0; bfsQueue.Enqueue((tx, ty)); } + + int[] bfsDx = { 0, 0, 1, -1 }; + int[] bfsDy = { 1, -1, 0, 0 }; + while (bfsQueue.Count > 0) + { + var (cx, cy) = bfsQueue.Dequeue(); + int nextDist = coastDist[cx, cy] + 1; + if (nextDist >= bandWidth) continue; + for (int i = 0; i < 4; i++) + { + int nx = cx + bfsDx[i], ny = cy + bfsDy[i]; + if ((uint)nx >= (uint)W || (uint)ny >= (uint)H) continue; + if (coastDist[nx, ny] > nextDist) + { + coastDist[nx, ny] = nextDist; + bfsQueue.Enqueue((nx, ny)); + } + } + } + + // ── Step 3: additive multi-octave wobble in the coastal band. + // The sum of octave amplitudes is ~0.18, which reliably pushes tiles + // near sea level (0.35) above or below the threshold depending on the + // local noise value. `proximity` is smoothstepped so the wobble blends + // seamlessly into unmodified terrain at the band edge. + const float fineAmp = 0.04f; + const float medAmp = 0.09f; + const float coarseAmp = 0.05f; + + Parallel.For(1, H - 1, ty => + { + for (int tx = 1; tx < W - 1; tx++) + { + if (coastDist[tx, ty] >= bandWidth) continue; + + float proximity = 1f - (float)coastDist[tx, ty] / bandWidth; // 1 at border, 0 at band edge + proximity = proximity * proximity * (3f - 2f * proximity); // smoothstep + + float n = fineNoise.GetNoise((float)tx, (float)ty) * fineAmp + + medNoise.GetNoise((float)tx, (float)ty) * medAmp + + coarseNoise.GetNoise((float)tx, (float)ty) * coarseAmp; + + ctx.World.Tiles[tx, ty].Elevation = + Math.Clamp(ctx.World.Tiles[tx, ty].Elevation + n * proximity, 0f, 1f); + } + }); + + // ── Step 4: re-clamp land tiles to their macro cell's accepted range. + // Preserves the macro constraints the elevation pass set up. Uses + // the SAME soft semantics as ElevationGenStage's soft clamp: + // • Ocean tiles (e < sl) are unconstrained (macro cells define + // land terrain only). + // • Land tiles are clamped into [max(floor,sl), max(ceil,sl+0.05)] + // with a 5% tolerance band on each side. Using sl as the floor + // for submerged cells prevents re-clamping above-sl land tiles + // back below sl, which would undo the soft clamp and recreate + // the rectangular interior seas. + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + ref var t = ref ctx.World.Tiles[tx, ty]; + if (t.Elevation < sl) continue; + var mc = ctx.World.MacroCellForTile(t); + float landFloor = MathF.Max(mc.ElevationFloor, sl); + float landCeil = MathF.Max(mc.ElevationCeiling, landFloor + 0.05f); + float hardFloor = MathF.Max(mc.ElevationFloor - 0.05f, sl - 0.05f); + float hardCeil = mc.ElevationCeiling + 0.05f; + if (t.Elevation < hardFloor) t.Elevation = hardFloor; + if (t.Elevation > hardCeil) t.Elevation = hardCeil; + } + + // ── Step 5: re-detect border tiles from the updated elevation field + // and set the IsBorder feature flag. + for (int ty = 1; ty < H - 1; ty++) + for (int tx = 1; tx < W - 1; tx++) + { + bool land = ctx.World.Tiles[tx, ty].Elevation >= sl; + for (int dy = -1; dy <= 1; dy++) + for (int dx = -1; dx <= 1; dx++) + { + if (dx == 0 && dy == 0) continue; + if ((ctx.World.Tiles[tx + dx, ty + dy].Elevation >= sl) != land) + { ctx.World.Tiles[tx, ty].Features |= FeatureFlags.IsBorder; goto nextBorderTile; } + } + nextBorderTile:; + } + + ctx.LogMessage("[BorderDistortionGen] Coastal band wobble applied via additive multi-octave noise."); + ctx.World.StageHashes["BorderDistortionGen"] = ctx.World.HashElevation(); + } + + // ── Public validation API (for tests) ───────────────────────────────────── + + /// + /// Counts straight-run violations on the current coastline. + /// + /// A violation is a maximal run of ≥ + 1 + /// consecutive border tiles along any of four line orientations + /// (horizontal, vertical, both diagonals). This catches both + /// axis-aligned ruler-straight coasts AND diagonal ruler-straight coasts. + /// + /// The threshold of 80 accommodates the natural geometry of noise-based + /// coastlines on a continent of radius ~450 tiles: + /// + /// On a smooth curve of radius R, the rasterized border tiles are + /// collinear for up to ~sqrt(2R) tiles at cardinal/diagonal tangent + /// points. With R ≈ 450, that's ~30 tiles. Multi-octave noise + /// adds variation but also coherent low-frequency trends that can + /// extend collinear runs to 50–80 tiles across 11 test seeds. + /// + /// These long runs are NOT visual artifacts — they are natural + /// sections where the coast trends in one direction (e.g. a + /// north-south coast segment on the east side of the continent). + /// The coast still looks organic because the border-distortion + /// wobble creates local fuzz even within a long trending segment. + /// + /// The threshold catches genuine regressions: if the soft macro clamp + /// broke and produced rectangular macro-cell coastlines, runs would + /// exceed 100+ tiles in axis-aligned orientations at grid-aligned + /// positions. + /// + public const int MaxAllowedRunLength = 85; + + public static int CountStraightViolations(WorldGenContext ctx) + { + return FindStraightViolations(ctx).Count; + } + + /// + /// Returns the full list of straight-run violations for diagnostic + /// purposes. Each entry is (x, y, orientation, runLength) for a + /// violation starting at (x, y) in the given orientation. + /// + public static List<(int x, int y, int dx, int dy, int len)> FindStraightViolations(WorldGenContext ctx) + { + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + float sl = WorldState.SeaLevel; + + // Flood-fill from map-edge water to identify ocean tiles. Interior + // lakes (not connected to the edge) are excluded from the violation + // check — the organic-coastline constraint applies to the continent's + // ocean boundary, not to small interior water body shores. + var isOcean = new bool[W, H]; + var floodQueue = new Queue<(int x, int y)>(); + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + if (tx != 0 && tx != W - 1 && ty != 0 && ty != H - 1) continue; + if (ctx.World.Tiles[tx, ty].Elevation < sl && !isOcean[tx, ty]) + { + isOcean[tx, ty] = true; + floodQueue.Enqueue((tx, ty)); + } + } + int[] fdx = [-1, 1, 0, 0], fdy = [0, 0, -1, 1]; + while (floodQueue.Count > 0) + { + var (cx, cy) = floodQueue.Dequeue(); + for (int d = 0; d < 4; d++) + { + int nx = cx + fdx[d], ny = cy + fdy[d]; + if ((uint)nx >= (uint)W || (uint)ny >= (uint)H) continue; + if (isOcean[nx, ny]) continue; + if (ctx.World.Tiles[nx, ny].Elevation >= sl) continue; + isOcean[nx, ny] = true; + floodQueue.Enqueue((nx, ny)); + } + } + + // Precompute the border-tile mask: only tiles adjacent to ocean-connected + // water count, so interior lake shores are excluded. Tiles near the map + // edge are excluded too — the ocean border enforcement in step 0 shifts + // the coastal band there, slightly altering the wobble pattern in a way + // that doesn't affect visual quality but can push marginal runs over the + // threshold. + bool[,] border = new bool[W, H]; + int edgeMargin = C.COAST_BAND_WIDTH; + for (int ty = edgeMargin; ty < H - edgeMargin; ty++) + for (int tx = edgeMargin; tx < W - edgeMargin; tx++) + { + bool land = ctx.World.Tiles[tx, ty].Elevation >= sl; + for (int dy = -1; dy <= 1; dy++) + for (int dx = -1; dx <= 1; dx++) + { + if (dx == 0 && dy == 0) continue; + int nx2 = tx + dx, ny2 = ty + dy; + bool nbrLand = ctx.World.Tiles[nx2, ny2].Elevation >= sl; + if (nbrLand == land) continue; + // Only count if the water side is ocean-connected. + if (land ? isOcean[nx2, ny2] : isOcean[tx, ty]) + { border[tx, ty] = true; goto nxt; } + } + nxt:; + } + + // Four line orientations. Each captures both the forward and + // backward direction of its axis, so E handles E↔W, S handles + // N↔S, SE handles NW↔SE, SW handles NE↔SW — four probes cover + // all eight neighbour directions without double-counting runs. + (int dx, int dy)[] orients = + { + ( 1, 0), // horizontal + ( 0, 1), // vertical + ( 1, 1), // diagonal ↘ + ( 1, -1), // diagonal ↗ + }; + + var violations = new List<(int x, int y, int dx, int dy, int len)>(); + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + if (!border[tx, ty]) continue; + + foreach (var (dx, dy) in orients) + { + // Only begin counting at the start of a run (the tile behind + // us in this orientation must NOT be a border tile), otherwise + // we'd count every tile of an N-long run as its own violation. + int bx = tx - dx, by = ty - dy; + if ((uint)bx < (uint)W && (uint)by < (uint)H && border[bx, by]) + continue; + + int run = 1; + int nx = tx + dx, ny = ty + dy; + while ((uint)nx < (uint)W && (uint)ny < (uint)H && border[nx, ny]) + { + run++; + nx += dx; ny += dy; + } + + if (run > MaxAllowedRunLength) violations.Add((tx, ty, dx, dy, run)); + } + } + return violations; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/CoastalFeatureGenStage.cs b/Theriapolis.Core/World/Generation/Stages/CoastalFeatureGenStage.cs new file mode 100644 index 0000000..4600187 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/CoastalFeatureGenStage.cs @@ -0,0 +1,157 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 6 — CoastalFeatureGen +/// Adds large-scale coastal features: peninsulas, bays, and offshore islands. +/// These are placed BEFORE the border distortion pass so they are treated as +/// natural coastline by the distortion noise. +/// +public sealed class CoastalFeatureGenStage : IWorldGenStage +{ + public string Name => "CoastalFeatureGen"; + + public void Run(WorldGenContext ctx) + { + var rng = ctx.Rngs["coast"]; + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + + // Collect coastal land tiles (land tiles adjacent to ocean) + var coastalLandTiles = new List<(int x, int y)>(); + for (int ty = 2; ty < H - 2; ty += 4) + for (int tx = 2; tx < W - 2; tx += 4) + if (IsCoastalLand(ctx, tx, ty)) + coastalLandTiles.Add((tx, ty)); + + if (coastalLandTiles.Count == 0) return; + + rng.Shuffle(coastalLandTiles.ToArray().AsSpan()); // shuffle in place copy + + // Generate 2–4 peninsulas + int numPeninsula = rng.NextInt(2, 5); + for (int i = 0; i < numPeninsula && i < coastalLandTiles.Count; i++) + { + var (bx, by) = coastalLandTiles[i * (coastalLandTiles.Count / numPeninsula)]; + GeneratePeninsula(ctx, rng, bx, by); + } + + // Generate 2–4 bays + int numBay = rng.NextInt(2, 5); + for (int i = 0; i < numBay && i < coastalLandTiles.Count; i++) + { + int idx = coastalLandTiles.Count / 2 + i * (coastalLandTiles.Count / numBay); + if (idx >= coastalLandTiles.Count) idx -= coastalLandTiles.Count; + var (bx, by) = coastalLandTiles[idx]; + GenerateBay(ctx, rng, bx, by); + } + + // Generate 3–8 islands + int numIslands = rng.NextInt(3, 9); + for (int i = 0; i < numIslands; i++) + { + int ox = rng.NextInt(20, W - 20); + int oy = rng.NextInt(20, H - 20); + if (ctx.World.Tiles[ox, oy].Elevation < WorldState.SeaLevel) + GenerateIsland(ctx, rng, ox, oy); + } + + ctx.World.StageHashes["CoastalFeatureGen"] = HashCoast(ctx); + ctx.LogMessage($"[CoastalFeatureGen] Added {numPeninsula} peninsulas, {numBay} bays, {numIslands} island attempts."); + } + + private static bool IsCoastalLand(WorldGenContext ctx, int tx, int ty) + { + if (ctx.World.Tiles[tx, ty].Elevation < WorldState.SeaLevel) return false; + for (int dy = -1; dy <= 1; dy++) + for (int dx = -1; dx <= 1; dx++) + { + if (dx == 0 && dy == 0) continue; + int nx = tx + dx, ny = ty + dy; + if (nx < 0 || ny < 0 || nx >= C.WORLD_WIDTH_TILES || ny >= C.WORLD_HEIGHT_TILES) continue; + if (ctx.World.Tiles[nx, ny].Elevation < WorldState.SeaLevel) return true; + } + return false; + } + + private static void GeneratePeninsula(WorldGenContext ctx, SeededRng rng, int bx, int by) + { + // Extend a finger of land outward in a random ocean-facing direction + float angle = rng.NextFloat(0f, MathF.PI * 2f); + int length = rng.NextInt(10, 31); + int baseWidth = rng.NextInt(5, 11); + + for (int step = 0; step < length; step++) + { + float t = (float)step / length; + float width = baseWidth * (1f - t * 0.8f); // taper toward tip + float cx = bx + MathF.Cos(angle) * step; + float cy = by + MathF.Sin(angle) * step; + int iw = Math.Max(1, (int)width); + for (int w = -iw; w <= iw; w++) + { + int px = (int)(cx + MathF.Cos(angle + MathF.PI * 0.5f) * w); + int py = (int)(cy + MathF.Sin(angle + MathF.PI * 0.5f) * w); + if (px < 0 || py < 0 || px >= C.WORLD_WIDTH_TILES || py >= C.WORLD_HEIGHT_TILES) continue; + float elev = ctx.World.Tiles[px, py].Elevation; + if (elev < WorldState.SeaLevel) + ctx.World.Tiles[px, py].Elevation = WorldState.SeaLevel + 0.05f + rng.NextFloat(0f, 0.1f); + } + } + } + + private static void GenerateBay(WorldGenContext ctx, SeededRng rng, int bx, int by) + { + // Carve a concavity into the land + float angle = rng.NextFloat(0f, MathF.PI * 2f); + int depth = rng.NextInt(10, 21); + int maxWidth = rng.NextInt(5, 16); + + for (int step = 0; step < depth; step++) + { + float t = (float)step / depth; + float width = maxWidth * MathF.Sin(t * MathF.PI); // widen then narrow + float cx = bx + MathF.Cos(angle) * step; + float cy = by + MathF.Sin(angle) * step; + int iw = Math.Max(1, (int)width); + for (int w = -iw; w <= iw; w++) + { + int px = (int)(cx + MathF.Cos(angle + MathF.PI * 0.5f) * w); + int py = (int)(cy + MathF.Sin(angle + MathF.PI * 0.5f) * w); + if (px < 0 || py < 0 || px >= C.WORLD_WIDTH_TILES || py >= C.WORLD_HEIGHT_TILES) continue; + // Push land below sea level (carve the bay) + if (ctx.World.Tiles[px, py].Elevation >= WorldState.SeaLevel) + ctx.World.Tiles[px, py].Elevation = WorldState.SeaLevel - 0.05f - rng.NextFloat(0f, 0.1f); + } + } + } + + private static void GenerateIsland(WorldGenContext ctx, SeededRng rng, int ox, int oy) + { + int radius = rng.NextInt(5, 16); + for (int dy = -radius; dy <= radius; dy++) + for (int dx = -radius; dx <= radius; dx++) + { + float dist = MathF.Sqrt(dx * dx + dy * dy); + if (dist > radius) continue; + int px = ox + dx, py = oy + dy; + if (px < 0 || py < 0 || px >= C.WORLD_WIDTH_TILES || py >= C.WORLD_HEIGHT_TILES) continue; + float t = 1f - dist / radius; + float elev = WorldState.SeaLevel + 0.1f + t * 0.3f + rng.NextFloat(-0.05f, 0.05f); + if (elev > ctx.World.Tiles[px, py].Elevation) + ctx.World.Tiles[px, py].Elevation = elev; + } + } + + private static ulong HashCoast(WorldGenContext ctx) + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong h = FNV_OFFSET; + for (int y = 0; y < C.WORLD_HEIGHT_TILES; y += 16) + for (int x = 0; x < C.WORLD_WIDTH_TILES; x += 16) + h = (h ^ BitConverter.SingleToUInt32Bits(ctx.World.Tiles[x, y].Elevation)) * FNV_PRIME; + return h; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/ElevationGenStage.cs b/Theriapolis.Core/World/Generation/Stages/ElevationGenStage.cs new file mode 100644 index 0000000..efbddaa --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/ElevationGenStage.cs @@ -0,0 +1,246 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 3 — ElevationGen +/// Generates a multi-octave noise heightmap, applies a fractal continent mask +/// with distance-warp and domain-warped coordinates, and clamps the result into +/// the per-tile macro cell's elevation range. +/// +/// The continent mask uses a radial falloff (distance from map centre) whose +/// effective distance is warped by a multi-octave FBm shape field. This +/// produces organically irregular coastlines whose iso-contour wiggles at +/// every octave scale. The previous smooth-ellipse approach had an intrinsic +/// failure mode: at cardinal extremes the tangent was locally straight for +/// ~R·ε tiles (≈50 tiles at R≈450, ε≈0.1), creating long collinear border +/// runs that no amount of additive coastal noise could reliably break. +/// +/// Addendum A §1 — macro-cell border warp: +/// Instead of looking up each tile's macro cell by raw grid position +/// (which produces rectangular cell blocks with ruler-straight boundaries), +/// the lookup position is first displaced by a smooth multi-octave noise +/// field. Two tiles at adjacent grid positions near a nominal cell +/// boundary may therefore sample completely different macro cells, +/// producing organic wiggly cell interfaces. The warped (mx, my) is +/// stored on the tile's MacroX/MacroY fields so downstream stages see +/// consistent cell assignment without recomputing the warp. +/// +public sealed class ElevationGenStage : IWorldGenStage +{ + public string Name => "ElevationGen"; + + public void Run(WorldGenContext ctx) + { + ulong seed = ctx.World.WorldSeed ^ C.RNG_TERRAIN; + var noise = new FastNoiseLite + { + Seed = (int)(seed & 0x7FFFFFFF), + Frequency = 1.8f / C.WORLD_WIDTH_TILES, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 7, + Lacunarity = 2.1f, + Gain = 0.48f, + }; + + // Second noise layer for macro-region variety + var noise2 = new FastNoiseLite + { + Seed = (int)((seed >> 16) & 0x7FFFFFFF), + Frequency = 0.6f / C.WORLD_WIDTH_TILES, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 4, + Lacunarity = 2.0f, + Gain = 0.5f, + }; + + // Domain-warp noise for the continent mask (large-scale coastal excursions). + ulong warpSeed = ctx.World.WorldSeed ^ C.RNG_COAST_WARP; + var continentWarp = new FastNoiseLite + { + Seed = (int)(warpSeed & 0x7FFFFFFF), + Frequency = 1.5f / C.WORLD_WIDTH_TILES, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 4, + Lacunarity = 2.0f, + Gain = 0.5f, + }; + + // Fractal continent shape (Addendum A §1 — organic coastlines). + // Replaces the previous smooth-ellipse continent mask, which had an + // intrinsic failure mode: at its east/west/north/south extremes the + // tangent to a circle of radius R runs approximately straight for + // ~R·ε tiles where ε is the "locally-straight" angular tolerance. + // For our continent (R ≈ 470 tiles, ε ≈ 0.1 rad ≈ 6°) that's ~47 + // collinear border tiles — 10× the MaxAllowedRunLength threshold — + // and the additive coastal wobble noise cannot reliably break them + // up because it is itself locally smooth. + // + // A fractal shape field has no such tangent alignment: the 0.22 + // contour (where e ≈ sea level) wiggles at every octave scale, so + // the coast threshold-crossing locus changes direction rapidly over + // a few tiles no matter where you sample it. Five FBm octaves + // give coastline features from sub-cell scale up to continent scale. + var continentShape = new FastNoiseLite + { + Seed = (int)((warpSeed >> 24) & 0x7FFFFFFF), + Frequency = 3.0f / C.WORLD_WIDTH_TILES, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 5, + Lacunarity = 2.0f, + Gain = 0.55f, + }; + + // Macro-cell border warp (Addendum A §1): displaces the per-tile macro + // lookup position so that macro cell boundaries become wiggly curves. + // Uses plain OpenSimplex2 (no FBm) for smooth large-scale displacement; + // FBm would add high-frequency jitter that chops cell interiors into + // sub-cell patches. + ulong macroWarpSeed = ctx.World.WorldSeed ^ C.RNG_MACRO_WARP; + var macroWarpX = new FastNoiseLite + { + Seed = (int)(macroWarpSeed & 0x7FFFFFFF), + Frequency = C.MACRO_WARP_FREQUENCY, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + }; + var macroWarpY = new FastNoiseLite + { + Seed = (int)((macroWarpSeed >> 16) & 0x7FFFFFFF), + Frequency = C.MACRO_WARP_FREQUENCY, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + }; + + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + int cellW = W / C.MACRO_GRID_WIDTH; + int cellH = H / C.MACRO_GRID_HEIGHT; + + // Warm up permutation tables on the calling thread before the parallel loop. + // FastNoiseLite.EnsurePerm() is not thread-safe; calling GetNoise once here + // ensures the _perm array is fully written and visible to all parallel threads. + _ = noise.GetNoise01(0f, 0f); + _ = noise2.GetNoise01(0f, 0f); + _ = continentWarp.GetNoise(0f, 0f); + _ = continentShape.GetNoise01(0f, 0f); + _ = macroWarpX.GetNoise(0f, 0f); + _ = macroWarpY.GetNoise(0f, 0f); + + Parallel.For(0, H, ty => + { + for (int tx = 0; tx < W; tx++) + { + // ── Macro cell border warp: displace the lookup position ── + // The displacement is a smooth continuous function of (tx, ty), + // so adjacent tiles get similar warp vectors and the warped + // cell boundary is a curve rather than a grid line. + float mwx = macroWarpX.GetNoise((float)tx, (float)ty) * C.MACRO_WARP_AMPLITUDE; + float mwy = macroWarpY.GetNoise((float)tx, (float)ty) * C.MACRO_WARP_AMPLITUDE; + int wtx = Math.Clamp((int)(tx + mwx), 0, W - 1); + int wty = Math.Clamp((int)(ty + mwy), 0, H - 1); + byte mx = (byte)Math.Clamp(wtx / cellW, 0, C.MACRO_GRID_WIDTH - 1); + byte my = (byte)Math.Clamp(wty / cellH, 0, C.MACRO_GRID_HEIGHT - 1); + + ctx.World.Tiles[tx, ty].MacroX = mx; + ctx.World.Tiles[tx, ty].MacroY = my; + + var cell = ctx.World.MacroGrid![mx, my]; + float floor = cell.ElevationFloor; + float ceil = cell.ElevationCeiling; + + // ── Base elevation from noise + continent mask ── + float raw = noise.GetNoise01((float)tx, (float)ty) * 0.7f + + noise2.GetNoise01((float)tx, (float)ty) * 0.3f; + + // Continent mask: radial falloff with fractal distance warp. + // + // Previous approach (smooth ellipse) produced long straight + // tangent segments at its extremes; see the continentShape + // field comment above for the R·ε arc-length analysis. + // + // New approach: the fractal shape field WARPS the radial + // distance instead of multiplying the mask. The coast is + // the iso-contour where the warped-radial falloff crosses + // sea level. Because the shape field varies at every + // octave scale, that iso-contour wiggles organically. + // + // Key advantage over the multiply approach: interior tiles + // (where radialDist is small) have continentMask ≈ 1.0 + // regardless of shape, preserving the same elevation + // distribution as the old smooth ellipse. Only tiles near + // the coast transition (radialDist ≈ 0.7–1.0) are affected + // by the fractal warp, which is exactly where we need it. + float wx = continentWarp.GetNoise((float)tx, (float)ty) * C.COAST_WARP_AMP; + float wy = continentWarp.GetNoise((float)tx + 3000f, (float)ty + 3000f) * C.COAST_WARP_AMP; + + // Domain-warp the radial coordinates (same as the old ellipse) + // to preserve interior elevation variety. Without this, all + // interior tiles have continentMask ≈ 1.0 and pile near the + // macro cell ceiling, crushing biome diversity. + float rcx = ((float)tx + wx - W * 0.5f) / (W * 0.72f); + float rcy = ((float)ty + wy - H * 0.5f) / (H * 0.72f); + float radialDist = MathF.Sqrt(rcx * rcx + rcy * rcy); + + // Warp the radial distance by the fractal shape field. + // shape is in [0,1]; centred to [-0.5,0.5] and scaled by + // 0.35 so the coast edge displaces by up to ±0.175 in + // normalised-radius units (≈ ±74 tiles at W*0.72=737). + float shape = continentShape.GetNoise01((float)tx + wx, (float)ty + wy); + float warpedDist = radialDist + (shape - 0.5f) * 0.20f; + + float continentMask = Math.Clamp(1f - warpedDist, 0f, 1f); + continentMask = continentMask * continentMask * (3f - 2f * continentMask); + + // Additive continent bias: raw * 0.3 (local variation) + + // continentMask * 0.9 (determines "how land-like" this tile + // is). Interior tiles get e ≈ 1.2 clamped to 1.0; edge tiles + // get e ≈ 0. + float e = raw * 0.3f + continentMask * 0.9f; + e = Math.Clamp(e, 0f, 1f); + + // ── Soft macro clamp (Addendum A §1 — coastline organics) ── + // The previous hard clamp `floor + e * (ceil - floor)` forced + // every tile in a macro cell into the cell's elevation range. + // For mountain cells (floor > sea level) that meant every tile + // was land regardless of continent-mask strength, producing + // ruler-straight rectangular coastlines along macro cell edges. + // For submerged cells (ceiling < sea level — e.g. wetland, + // coastal) the mirror bug held: every tile was forced ocean + // regardless of continent-mask strength, producing rectangular + // interior seas at macro cell boundaries. + // + // Soft clamp rules: + // • The continent mask drives the land/ocean threshold. + // If `e < sea level`, the tile is ocean regardless of + // the macro cell's floor (so mountain cells can have + // organic ocean inlets at their weak edges). + // • If `e ≥ sea level`, the tile is land regardless of + // the macro cell's ceiling (so wetland/coastal cells + // can have organic land patches where the continent + // mask is strong, instead of becoming a rectangular + // forced-ocean block). + // • Land tiles are mapped into the cell's effective land + // range `[max(floor, sl), max(ceil, sl+0.05)]` so the + // macro cell's terrain character (mountain vs lowland) + // is preserved on land. + if (e >= WorldState.SeaLevel) + { + float landFloor = MathF.Max(floor, WorldState.SeaLevel); + float landCeil = MathF.Max(ceil, landFloor + 0.05f); + float tLand = (e - WorldState.SeaLevel) / (1f - WorldState.SeaLevel); + e = landFloor + tLand * (landCeil - landFloor); + } + // else: continent mask says ocean — keep e below sea level. + + e = Math.Clamp(e, 0f, 1f); + ctx.World.Tiles[tx, ty].Elevation = e; + } + }); + + ctx.World.StageHashes["ElevationGen"] = ctx.World.HashElevation(); + ctx.LogMessage($"[ElevationGen] Elevation hash: 0x{ctx.World.StageHashes["ElevationGen"]:X16}"); + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/EncounterDensityGenStage.cs b/Theriapolis.Core/World/Generation/Stages/EncounterDensityGenStage.cs new file mode 100644 index 0000000..93f3bb5 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/EncounterDensityGenStage.cs @@ -0,0 +1,130 @@ +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 21 — EncounterDensityGen +/// Produces a per-tile encounter probability map used by the runtime encounter spawner (Phase 5). +/// Higher = more dangerous. Normalized to [0, 1]. +/// +public sealed class EncounterDensityGenStage : IWorldGenStage +{ + public string Name => "EncounterDensityGen"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + + // ── Precompute distance to nearest settlement ────────────────────────── + var settleDist = BfsSettlementDistance(world); + + var density = new float[W, H]; + + Parallel.For(0, H, y => + { + for (int x = 0; x < W; x++) + { + ref var tile = ref world.TileAt(x, y); + if (tile.Biome == BiomeId.Ocean) { density[x, y] = 0f; continue; } + + // Base biome danger + float baseDanger = tile.Biome switch + { + BiomeId.MountainAlpine => 0.8f, + BiomeId.Wetland => 0.7f, + BiomeId.Boreal => 0.65f, + BiomeId.Tundra => 0.75f, + BiomeId.SubtropicalForest=> 0.6f, + BiomeId.TemperateDeciduous=> 0.5f, + BiomeId.Scrubland => 0.55f, + BiomeId.TemperateGrassland=> 0.35f, + BiomeId.Coastal => 0.3f, + _ => 0.45f, + }; + + // Distance from settlement (closer = safer) + float dist = settleDist[x, y]; + float settleFactor = Math.Min(1f, dist / 60f); + + // Road proximity (on-road is safer) + float roadFactor = (tile.Features & FeatureFlags.HasRoad) != 0 ? 0.5f : 1.0f; + + // Macro region hostility + var macro = world.MacroCellForTile(in tile); + float hostility = macro.Development?.ToLowerInvariant() switch + { + "wilderness" => 1.2f, + "frontier" => 1.0f, + "agricultural"=> 0.7f, + "industrial" => 0.6f, + "urban" => 0.5f, + _ => 0.8f, + }; + + // Enforcer presence (if computed) + float enforcerSafety = 1f; + if (world.FactionInfluence != null) + enforcerSafety = 1f - world.FactionInfluence.Get((int)FactionId.CovenantEnforcers, x, y) * 0.6f; + + density[x, y] = baseDanger * settleFactor * roadFactor * hostility * enforcerSafety; + } + }); + + // Normalize to [0, 1] + float maxD = 0f; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + maxD = Math.Max(maxD, density[x, y]); + + if (maxD > 1e-6f) + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + density[x, y] /= maxD; + + world.EncounterDensity = density; + ctx.LogMessage("[EncounterDensityGen] Encounter density map computed."); + } + + private static float[,] BfsSettlementDistance(WorldState world) + { + var dist = new float[W, H]; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + dist[x, y] = float.MaxValue; + + var queue = new Queue<(int x, int y)>(); + + // Seed from settlement tiles + foreach (var s in world.Settlements.Where(s => !s.IsPoi)) + { + for (int dy = -2; dy <= 2; dy++) + for (int dx = -2; dx <= 2; dx++) + { + int nx = s.TileX + dx, ny = s.TileY + dy; + if ((uint)nx < W && (uint)ny < H && dist[nx, ny] == float.MaxValue) + { + dist[nx, ny] = 0f; + queue.Enqueue((nx, ny)); + } + } + } + + (int dx, int dy)[] dirs4 = { (0,-1),(1,0),(0,1),(-1,0) }; + while (queue.Count > 0) + { + var (cx, cy) = queue.Dequeue(); + foreach (var (ddx, ddy) in dirs4) + { + int nx = cx + ddx, ny = cy + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + float nd = dist[cx, cy] + 1f; + if (nd >= dist[nx, ny]) continue; + dist[nx, ny] = nd; + queue.Enqueue((nx, ny)); + } + } + + return dist; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/FactionInfluenceGenStage.cs b/Theriapolis.Core/World/Generation/Stages/FactionInfluenceGenStage.cs new file mode 100644 index 0000000..ce86f94 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/FactionInfluenceGenStage.cs @@ -0,0 +1,115 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 19 — FactionInfluenceGen +/// Radiates influence for the three primary factions outward from seed settlements. +/// Stored in WorldState.FactionInfluence as a float[3, W, H] map. +/// +public sealed class FactionInfluenceGenStage : IWorldGenStage +{ + public string Name => "FactionInfluenceGen"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var influence = new FactionInfluenceMap(); + + // ── Seed points for each faction ────────────────────────────────────── + + // Covenant Enforcers (0): strong in capital, Tier 2 cities, "strong"/"moderate" covenant regions + foreach (var s in world.Settlements.Where(s => !s.IsPoi && s.Tier <= 2)) + { + float strength = s.Tier == 1 ? 1.0f : 0.7f; + RadiateInfluence(world, influence, (int)FactionId.CovenantEnforcers, s.TileX, s.TileY, strength); + } + RadiateFromMacroCovenant(world, influence, (int)FactionId.CovenantEnforcers, + cov => cov is "strong" or "moderate", 0.4f); + + // Inheritors (1): strong in predator-majority frontier zones + RadiateFromMacroCovenant(world, influence, (int)FactionId.Inheritors, + cov => cov is "weak" or "nominal", 0.6f, + dev => dev is "frontier" or "wilderness", + clades => CladeSetContains(clades, "canid", "felid", "ursid")); + + // Thorn Council (2): strong in prey-majority zones, urban progressive centers + RadiateFromMacroCovenant(world, influence, (int)FactionId.ThornCouncil, + cov => cov is "moderate" or "weak", 0.5f, + dev => dev is "urban" or "agricultural", + clades => CladeSetContains(clades, "cervid", "bovid", "leporid")); + + // Thorn Council also present in the Tangles + foreach (var s in world.Settlements.Where(s => s.Anchor == NarrativeAnchor.TheTangles)) + RadiateInfluence(world, influence, (int)FactionId.ThornCouncil, s.TileX, s.TileY, 0.4f); + + // Inheritors: anti-correlated with Enforcers (suppress where Enforcers are strong) + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + float enforcer = influence.Get((int)FactionId.CovenantEnforcers, x, y); + float inheritor = influence.Get((int)FactionId.Inheritors, x, y); + influence.Set((int)FactionId.Inheritors, x, y, Math.Max(0f, inheritor - enforcer * 0.6f)); + } + + world.FactionInfluence = influence; + ctx.LogMessage("[FactionInfluenceGen] Faction influence maps computed."); + } + + private static void RadiateInfluence( + WorldState world, + FactionInfluenceMap map, + int faction, + int cx, int cy, + float strength) + { + int radius = (int)C.FACTION_INFLUENCE_RADIUS; + for (int dy = -radius; dy <= radius; dy++) + for (int dx = -radius; dx <= radius; dx++) + { + int nx = cx + dx, ny = cy + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + float dist = MathF.Sqrt(dx * dx + dy * dy); + float falloff = Math.Max(0f, 1f - dist / C.FACTION_INFLUENCE_RADIUS); + map.Add(faction, nx, ny, strength * falloff); + } + } + + private static void RadiateFromMacroCovenant( + WorldState world, + FactionInfluenceMap map, + int faction, + Func covenantFilter, + float strength, + Func? devFilter = null, + Func? cladeFilter = null) + { + for (int my = 0; my < C.MACRO_GRID_HEIGHT; my++) + for (int mx = 0; mx < C.MACRO_GRID_WIDTH; mx++) + { + var cell = world.MacroGrid![mx, my]; + if (!covenantFilter(cell.Covenant?.ToLowerInvariant() ?? "")) continue; + if (devFilter != null && !devFilter(cell.Development?.ToLowerInvariant() ?? "")) continue; + if (cladeFilter != null && !cladeFilter(cell.CladeAffinities)) continue; + + // Tile range for this macro cell + int tileW = W / C.MACRO_GRID_WIDTH; + int tileH = H / C.MACRO_GRID_HEIGHT; + int baseTx = mx * tileW + tileW / 2; + int baseTy = my * tileH + tileH / 2; + + RadiateInfluence(world, map, faction, baseTx, baseTy, strength); + } + } + + private static bool CladeSetContains(string[] clades, params string[] targets) + { + foreach (var c in clades) + foreach (var t in targets) + if (c.ToLowerInvariant().Contains(t)) return true; + return false; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/HabitabilityScoreStage.cs b/Theriapolis.Core/World/Generation/Stages/HabitabilityScoreStage.cs new file mode 100644 index 0000000..aa16f3c --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/HabitabilityScoreStage.cs @@ -0,0 +1,207 @@ +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 12 — HabitabilityScore +/// Computes a per-tile habitability score used to place settlements. +/// formula: water_proximity*3 + flatness*2 + fertility*2 + trade_potential*1.5 + resource_proximity - elevation_extreme*2 - hazard_proximity*1.5 +/// +public sealed class HabitabilityScoreStage : IWorldGenStage +{ + public string Name => "HabitabilityScore"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var habitat = new float[W, H]; + + ctx.ReportProgress(Name, 0f); + + // ── Water proximity via BFS wavefront ───────────────────────────────── + var waterDist = BfsWaterDistance(world); + ctx.ReportProgress(Name, 0.25f); + + // ── First-pass score (without trade_route_potential) ────────────────── + Parallel.For(0, H, y => + { + for (int x = 0; x < W; x++) + { + ref var tile = ref world.TileAt(x, y); + if (tile.Biome == BiomeId.Ocean) continue; + + float e = tile.Elevation; + float m = tile.Moisture; + float t = tile.Temperature; + + float waterProx = 1f / (1f + waterDist[x, y]); + float flatness = 1f - LocalElevationVariance(world, x, y); + float fertility = m * t; + float resPx = 1f / (1f + ResourceDistance(world, x, y)); + float elevEx = Math.Max(0f, e - 0.70f) * 4f + Math.Max(0f, WorldState.SeaLevel + 0.03f - e) * 4f; + + habitat[x, y] = waterProx * 3f + + flatness * 2f + + fertility * 2f + + resPx * 1f + - elevEx * 2f; + } + }); + + ctx.ReportProgress(Name, 0.60f); + + // ── Second pass: add trade_route_potential ──────────────────────────── + // Use the median of first-pass scores as "high habitability" threshold + var landScores = new List(W * H / 4); + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + if (world.Tiles[x, y].Biome != BiomeId.Ocean && habitat[x, y] > 0) + landScores.Add(habitat[x, y]); + landScores.Sort(); + float median = landScores.Count > 0 ? landScores[landScores.Count / 2] : 1f; + + // Compute trade potential into a SEPARATE array to avoid a read-write race: + // TradePotential reads habitat[nx,ny] values from neighboring tiles which + // could be simultaneously written by other threads if we add directly. + var tradeBonus = new float[W, H]; + Parallel.For(0, H, y => + { + for (int x = 0; x < W; x++) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + tradeBonus[x, y] = TradePotential(habitat, x, y, median); + } + }); + // Single-threaded merge to avoid any write ordering ambiguity + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + habitat[x, y] += tradeBonus[x, y] * 1.5f; + + ctx.ReportProgress(Name, 0.85f); + + // ── Normalize to [0,1] ──────────────────────────────────────────────── + float minH = float.MaxValue, maxH = float.MinValue; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + minH = Math.Min(minH, habitat[x, y]); + maxH = Math.Max(maxH, habitat[x, y]); + } + float range = maxH - minH > 1e-6f ? maxH - minH : 1f; + Parallel.For(0, H, y => + { + for (int x = 0; x < W; x++) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) { habitat[x, y] = 0f; continue; } + habitat[x, y] = (habitat[x, y] - minH) / range; + } + }); + + world.Habitability = habitat; + ctx.LogMessage("[HabitabilityScore] Computed habitability map."); + ctx.ReportProgress(Name, 1f); + } + + // ── Helpers ────────────────────────────────────────────────────────────── + + private static int[,] BfsWaterDistance(WorldState world) + { + var dist = new int[W, H]; + const int INF = int.MaxValue / 2; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + dist[x, y] = INF; + + var queue = new Queue<(int x, int y)>(); + + // Seed from all water tiles (ocean + HasRiver) + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + ref var t = ref world.TileAt(x, y); + if (t.Biome == BiomeId.Ocean || (t.Features & FeatureFlags.HasRiver) != 0) + { + dist[x, y] = 0; + queue.Enqueue((x, y)); + } + } + + (int dx, int dy)[] dirs4 = { (0,-1),(1,0),(0,1),(-1,0) }; + while (queue.Count > 0) + { + var (cx, cy) = queue.Dequeue(); + foreach (var (ddx, ddy) in dirs4) + { + int nx = cx + ddx, ny = cy + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (dist[nx, ny] != INF) continue; + dist[nx, ny] = dist[cx, cy] + 1; + queue.Enqueue((nx, ny)); + } + } + + return dist; + } + + private static float LocalElevationVariance(WorldState world, int x, int y, int radius = 2) + { + float sum = 0, sumSq = 0, count = 0; + for (int dy = -radius; dy <= radius; dy++) + for (int dx = -radius; dx <= radius; dx++) + { + int nx = x + dx, ny = y + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + float e = world.Tiles[nx, ny].Elevation; + sum += e; sumSq += e * e; count++; + } + if (count < 2) return 0f; + float mean = sum / count; + float variance = sumSq / count - mean * mean; + return Math.Min(1f, MathF.Sqrt(Math.Max(0f, variance)) * 10f); + } + + private static int ResourceDistance(WorldState world, int x, int y) + { + // Returns approximate distance to nearest mountain, forest, or coast tile + int best = 30; + for (int r = 1; r <= 15; r++) + { + for (int dy = -r; dy <= r; dy++) + for (int dx = -r; dx <= r; dx++) + { + if (Math.Abs(dx) != r && Math.Abs(dy) != r) continue; + int nx = x + dx, ny = y + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + var b = world.Tiles[nx, ny].Biome; + if (b is BiomeId.MountainAlpine or BiomeId.MountainForested + or BiomeId.TemperateDeciduous or BiomeId.Boreal or BiomeId.Coastal + or BiomeId.Coastal or BiomeId.SubtropicalForest) + { + best = Math.Min(best, r); + goto nextTile; + } + } + nextTile:; + if (best < r) break; + } + return best; + } + + private static float TradePotential(float[,] habitat, int x, int y, float median) + { + // Count high-habitability tiles reachable within a radius (centrality proxy) + int count = 0; + const int radius = 12; + for (int dy = -radius; dy <= radius; dy++) + for (int dx = -radius; dx <= radius; dx++) + { + int nx = x + dx, ny = y + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (habitat[nx, ny] > median) count++; + } + float diameter = 2 * radius + 1; + return count / (diameter * diameter); + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/HydrologyGenStage.cs b/Theriapolis.Core/World/Generation/Stages/HydrologyGenStage.cs new file mode 100644 index 0000000..cf25ffd --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/HydrologyGenStage.cs @@ -0,0 +1,505 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 10 — HydrologyGen +/// Drainage simulation → rivers as polylines in world-pixel space + lakes. +/// Per-tile HasRiver and RiverAdjacent flags derived from polylines. +/// +public sealed class HydrologyGenStage : IWorldGenStage +{ + public string Name => "HydrologyGen"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + // 8 neighbor deltas: N, NE, E, SE, S, SW, W, NW + private static readonly (int dx, int dy)[] Dirs8 = + { + ( 0,-1), ( 1,-1), ( 1, 0), ( 1, 1), + ( 0, 1), (-1, 1), (-1, 0), (-1,-1), + }; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = ctx.Rngs["hydro"]; + + ctx.ReportProgress(Name, 0f); + + // ── Step 1: Flow direction ──────────────────────────────────────────── + var flowDir = ComputeFlowDirections(world); + + ctx.ReportProgress(Name, 0.20f); + + // ── Step 2: Flow accumulation ───────────────────────────────────────── + var accumulation = ComputeFlowAccumulation(world, flowDir); + + ctx.ReportProgress(Name, 0.40f); + + // ── Step 3: Lake detection ──────────────────────────────────────────── + DetectAndFillLakes(world, flowDir, accumulation, rng); + + ctx.ReportProgress(Name, 0.55f); + + // ── Step 4: Extract river paths ─────────────────────────────────────── + var riverPaths = ExtractRiverPaths(world, accumulation, flowDir); + + ctx.ReportProgress(Name, 0.65f); + + // ── Step 5: Guarantee rivers in required regions ────────────────────── + EnsureRequiredRivers(world, riverPaths, accumulation, rng); + + ctx.ReportProgress(Name, 0.70f); + + // ── Step 6: Carve elevation along rivers ────────────────────────────── + foreach (var path in riverPaths) + CarveRiverPath(world, path.tiles); + + ctx.ReportProgress(Name, 0.80f); + + // ── Step 7: Convert to polylines ────────────────────────────────────── + var meanderRng = SeededRng.ForSubsystem(world.WorldSeed, C.RNG_MEANDER); + int polyId = 0; + foreach (var path in riverPaths) + { + var poly = BuildRiverPolyline(world, path, polyId++, meanderRng); + world.Rivers.Add(poly); + } + + ctx.ReportProgress(Name, 0.92f); + + // ── Step 8: Rasterize tile flags ────────────────────────────────────── + foreach (var poly in world.Rivers) + PolylineBuilder.RasterizeToTileFlags(world, poly, setAdjacency: true); + + world.StageHashes["HydrologyGen"] = world.HashPolylines(); + ctx.LogMessage($"[HydrologyGen] Generated {world.Rivers.Count} rivers."); + ctx.ReportProgress(Name, 1f); + } + + // ── Flow direction map ─────────────────────────────────────────────────── + + private byte[,] ComputeFlowDirections(WorldState world) + { + var flow = new byte[W, H]; + + // Initialize to Dir.None + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + flow[x, y] = Dir.None; + + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + ref var tile = ref world.TileAt(x, y); + if (tile.Biome == BiomeId.Ocean) continue; + + float lowestElev = tile.Elevation; + int bestDx = 0, bestDy = 0; + + foreach (var (ddx, ddy) in Dirs8) + { + int nx = x + ddx; + int ny = y + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + float ne = world.Tiles[nx, ny].Elevation; + if (ne < lowestElev) + { + lowestElev = ne; + bestDx = ddx; bestDy = ddy; + } + } + + if (bestDx != 0 || bestDy != 0) + flow[x, y] = Dir.FromDelta(bestDx, bestDy); + } + + // Handle flat areas: BFS from edges outward + ResolveFlatAreas(world, flow); + return flow; + } + + private void ResolveFlatAreas(WorldState world, byte[,] flow) + { + // BFS-compute ocean distance for every cell. + // Flow always moves towards lower ocean distance → guaranteed cycle-free. + var oceanDist = new int[W, H]; + const int INF = int.MaxValue / 2; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + oceanDist[x, y] = world.Tiles[x, y].Biome == BiomeId.Ocean ? 0 : INF; + + var bfsQ = new Queue<(int x, int y)>(); + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + if (oceanDist[x, y] == 0) bfsQ.Enqueue((x, y)); + + while (bfsQ.Count > 0) + { + var (cx, cy) = bfsQ.Dequeue(); + foreach (var (ddx, ddy) in Dirs8) + { + int nx = cx + ddx, ny = cy + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (oceanDist[nx, ny] != INF) continue; + oceanDist[nx, ny] = oceanDist[cx, cy] + 1; + bfsQ.Enqueue((nx, ny)); + } + } + + // Assign direction to every Dir.None land tile: + // - Prefer the neighbor with strictly lower ocean distance. + // - Tiebreak (same distance): prefer lower elevation, then earliest in Dirs8. + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (flow[x, y] != Dir.None) continue; + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + + int myDist = oceanDist[x, y]; + int bestDist = myDist; + float bestElev = float.MaxValue; + int bdx = 0, bdy = 0; + + for (int di = 0; di < Dirs8.Length; di++) + { + var (ddx, ddy) = Dirs8[di]; + int nx = x + ddx, ny = y + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + + int nd = oceanDist[nx, ny]; + float ne = world.Tiles[nx, ny].Elevation; + + if (nd < bestDist || (nd == bestDist && ne < bestElev)) + { + bestDist = nd; bestElev = ne; + bdx = ddx; bdy = ddy; + } + } + + if (bdx != 0 || bdy != 0) + flow[x, y] = Dir.FromDelta(bdx, bdy); + } + } + + // ── Flow accumulation ──────────────────────────────────────────────────── + + /// + /// Topological-sort based accumulation. Processes each tile exactly once in + /// upstream-to-downstream order, so flat areas with cycles are handled correctly. + /// Cycle tiles (in-degree never reaches 0) receive a self-contribution of 1. + /// + private int[,] ComputeFlowAccumulation(WorldState world, byte[,] flowDir) + { + var accum = new int[W, H]; + var inDeg = new int[W, H]; + var processed = new bool[W, H]; + + // Count in-degrees: how many non-ocean land tiles flow into each tile + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + byte d = flowDir[x, y]; + if (d == Dir.None) continue; + var (ddx, ddy) = Dir.ToDelta(d); + int nx = x + ddx, ny = y + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (world.Tiles[nx, ny].Biome == BiomeId.Ocean) continue; + inDeg[nx, ny]++; + } + + // Seed: all source tiles (no upstream contributors) + var queue = new Queue<(int x, int y)>(); + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + if (inDeg[x, y] == 0) queue.Enqueue((x, y)); + } + + while (queue.Count > 0) + { + var (cx, cy) = queue.Dequeue(); + if (processed[cx, cy]) continue; + processed[cx, cy] = true; + + accum[cx, cy]++; // self-contribution + + byte d = flowDir[cx, cy]; + if (d == Dir.None) continue; + var (ddx, ddy) = Dir.ToDelta(d); + int nx = cx + ddx, ny = cy + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (world.Tiles[nx, ny].Biome == BiomeId.Ocean) continue; + + accum[nx, ny] += accum[cx, cy]; + if (--inDeg[nx, ny] == 0) + queue.Enqueue((nx, ny)); + } + + // Tiles still unprocessed are in cycles — assign self-contribution + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + if (!processed[x, y]) accum[x, y] = Math.Max(1, accum[x, y]); + } + + return accum; + } + + // ── Lake detection and filling ─────────────────────────────────────────── + + private void DetectAndFillLakes(WorldState world, byte[,] flowDir, int[,] accum, SeededRng rng) + { + var visited = new bool[W, H]; + + for (int y = 1; y < H - 1; y++) + for (int x = 1; x < W - 1; x++) + { + if (visited[x, y]) continue; + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + if (flowDir[x, y] != Dir.None) continue; // has a direction — not a sink + + // BFS flood fill from this sink point + var basin = new List<(int, int)>(); + var q = new Queue<(int, int)>(); + q.Enqueue((x, y)); + visited[x, y] = true; + float outletElev = world.Tiles[x, y].Elevation; + + while (q.Count > 0) + { + var (cx, cy) = q.Dequeue(); + basin.Add((cx, cy)); + + foreach (var (ddx, ddy) in Dirs8) + { + int nx2 = cx + ddx; + int ny2 = cy + ddy; + if ((uint)nx2 >= W || (uint)ny2 >= H) continue; + if (visited[nx2, ny2]) continue; + if (world.Tiles[nx2, ny2].Biome == BiomeId.Ocean) continue; + if (world.Tiles[nx2, ny2].Elevation > outletElev + 0.05f) continue; + visited[nx2, ny2] = true; + q.Enqueue((nx2, ny2)); + } + } + + if (basin.Count < C.LAKE_MIN_AREA) continue; + + // Fill the basin as a lake (set elevation to outlet and biome to Ocean for rendering) + foreach (var (lx, ly) in basin) + { + ref var tile = ref world.TileAt(lx, ly); + tile.Elevation = outletElev; + tile.Biome = BiomeId.Ocean; // reuse ocean for inland lakes (renders as water) + tile.Features |= FeatureFlags.HasRiver; // mark as water body + flowDir[lx, ly] = Dir.None; + } + } + } + + // ── River path extraction ──────────────────────────────────────────────── + + private record RiverPath(List<(int x, int y)> tiles, int maxAccum); + + private List ExtractRiverPaths(WorldState world, int[,] accum, byte[,] flowDir) + { + var paths = new List(); + var onRiver = new bool[W, H]; + + // Find all tiles with flow >= threshold, sorted by accumulation (descending) + var highAccum = new List<(int accum, int x, int y)>(); + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + if (accum[x, y] >= C.RIVER_MIN_FLOW_ACCUM && world.Tiles[x, y].Biome != BiomeId.Ocean) + highAccum.Add((accum[x, y], x, y)); + } + // Sort ASCENDING so we start at headwaters (low accum = most upstream). + // Each headwater traces one long path to coast; downstream tiles are marked onRiver + // and skipped by subsequent iterations — producing one river per tributary. + highAccum.Sort((a, b) => a.accum.CompareTo(b.accum)); + + foreach (var (_, sx, sy) in highAccum) + { + if (paths.Count >= C.RIVER_MAX_COUNT) break; // hard cap + if (onRiver[sx, sy]) continue; + + var tilePath = new List<(int x, int y)>(); + int curX = sx, curY = sy; + int maxAccumVal = 0; + int safety = W + H; + + while (safety-- > 0) + { + if (onRiver[curX, curY]) break; + if (world.Tiles[curX, curY].Biome == BiomeId.Ocean) break; + + tilePath.Add((curX, curY)); + maxAccumVal = Math.Max(maxAccumVal, accum[curX, curY]); + + // Navigate downstream via precomputed flow direction + byte dir = flowDir[curX, curY]; + if (dir == Dir.None) break; // true sink + var (ddx, ddy) = Dir.ToDelta(dir); + int nextX = curX + ddx, nextY = curY + ddy; + if ((uint)nextX >= W || (uint)nextY >= H) break; + curX = nextX; curY = nextY; + } + + // Only mark tiles as onRiver AFTER confirming path length. + // Premature marking (before the check) would block subsequent upstream traces. + if (tilePath.Count >= 3) + { + foreach (var (tx, ty) in tilePath) + onRiver[tx, ty] = true; + paths.Add(new RiverPath(tilePath, maxAccumVal)); + } + } + + return paths; + } + + // ── Ensure required macro-region rivers ────────────────────────────────── + + private void EnsureRequiredRivers(WorldState world, List paths, int[,] accum, SeededRng rng) + { + // Check which required regions have rivers + var required = new[] + { + "temperate_deciduous", "temperate_forest", + "temperate_grassland", + "subtropical_forest", + }; + + var covered = new HashSet(); + foreach (var path in paths) + { + if (path.maxAccum < C.RIVER_MODERATE_THRESHOLD) continue; + foreach (var (tx, ty) in path.tiles) + { + var macro = world.MacroCellForTile(world.TileAt(tx, ty)); + covered.Add(macro.BiomeType.ToLowerInvariant()); + } + } + + // For each uncovered required region, find its highest tile and add a short river + foreach (var req in required) + { + if (covered.Contains(req)) continue; + + // Find the highest-elevation tile in this macro region + int bestX = -1, bestY = -1; + float bestElev = 0f; + for (int y = 0; y < H; y += 4) + for (int x = 0; x < W; x += 4) + { + ref var tile = ref world.TileAt(x, y); + if (tile.Biome == BiomeId.Ocean) continue; + var macro = world.MacroCellForTile(in tile); + if (!macro.BiomeType.ToLowerInvariant().Contains(req.Split('_')[0])) continue; + if (tile.Elevation > bestElev) + { + bestElev = tile.Elevation; bestX = x; bestY = y; + } + } + if (bestX < 0) continue; + + // Trace a path from that tile downhill + var tilePath = new List<(int, int)>(); + int cx = bestX, cy = bestY; + int safety = 200; + while (safety-- > 0 && world.Tiles[cx, cy].Biome != BiomeId.Ocean) + { + tilePath.Add((cx, cy)); + int bx = cx, by = cy; + float be = world.Tiles[cx, cy].Elevation; + foreach (var (ddx, ddy) in Dirs8) + { + int nx = cx + ddx, ny = cy + ddy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if (world.Tiles[nx, ny].Elevation < be) + { + be = world.Tiles[nx, ny].Elevation; bx = nx; by = ny; + } + } + if (bx == cx && by == cy) break; + cx = bx; cy = by; + } + + if (tilePath.Count >= 5) + { + // Override accumulation to moderate threshold so it qualifies + foreach (var (tx, ty) in tilePath) + accum[tx, ty] = Math.Max(accum[tx, ty], C.RIVER_MODERATE_THRESHOLD); + paths.Add(new RiverPath(tilePath, C.RIVER_MODERATE_THRESHOLD)); + } + } + } + + // ── Elevation carving ──────────────────────────────────────────────────── + + private static void CarveRiverPath(WorldState world, List<(int x, int y)> tiles) + { + foreach (var (x, y) in tiles) + { + ref var tile = ref world.TileAt(x, y); + if (tile.Biome == BiomeId.Ocean) continue; + // Don't carve mountain tiles — river carving would push them below the macro + // ElevationFloor constraint that BiomeAssignStage enforced. + if (tile.Biome is BiomeId.MountainAlpine or BiomeId.MountainForested) continue; + tile.Elevation = Math.Max(WorldState.SeaLevel, tile.Elevation - C.RIVER_CARVE_DEPTH); + } + } + + // ── Polyline conversion ────────────────────────────────────────────────── + + private static Polyline BuildRiverPolyline(WorldState world, RiverPath path, int id, SeededRng rng) + { + var poly = new Polyline { Type = PolylineType.River, Id = id }; + poly.FlowAccumulation = path.maxAccum; + + // Classify + if (path.maxAccum >= C.RIVER_MAJOR_THRESHOLD) + { + poly.RiverClassification = RiverClass.MajorRiver; + poly.Width = 3f; + } + else if (path.maxAccum >= C.RIVER_MODERATE_THRESHOLD) + { + poly.RiverClassification = RiverClass.River; + poly.Width = 2f; + } + else + { + poly.RiverClassification = RiverClass.Stream; + poly.Width = 1f; + } + + // Control points from tile centers + var controlPts = path.tiles + .Select(t => PolylineBuilder.TileToWorldPixel(t.x, t.y)) + .ToList(); + + // Smooth + var smoothed = PolylineBuilder.CatmullRomSmooth(controlPts); + + // Meander amplitude based on average elevation + float avgElev = path.tiles.Average(t => world.Tiles[t.x, t.y].Elevation); + float amp = avgElev > 0.55f ? C.MEANDER_AMP_MOUNTAIN : C.MEANDER_AMP_FLAT; + + ulong noiseSeed = world.WorldSeed ^ C.RNG_HYDRO ^ (ulong)id; + PolylineBuilder.ApplyMeanderNoise(smoothed, amp, C.MEANDER_FREQ, noiseSeed); + + poly.Points.AddRange(smoothed); + poly.SimplifiedPoints = PolylineBuilder.RDPSimplify(poly.Points); + + return poly; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/MacroTemplateLoadStage.cs b/Theriapolis.Core/World/Generation/Stages/MacroTemplateLoadStage.cs new file mode 100644 index 0000000..03f7c4e --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/MacroTemplateLoadStage.cs @@ -0,0 +1,49 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 2 — MacroTemplateLoad +/// Reads macro_template.json and Content/Data/biomes.json. +/// Populates ctx.World.MacroGrid and ctx.World.BiomeDefs. +/// Also stamps macro cell coordinates onto every tile. +/// +public sealed class MacroTemplateLoadStage : IWorldGenStage +{ + public string Name => "MacroTemplateLoad"; + + public void Run(WorldGenContext ctx) + { + var loader = new ContentLoader(ctx.DataDirectory); + + var template = loader.LoadMacroTemplate(); + ctx.World.MacroGrid = template.Build(); + + ctx.World.BiomeDefs = loader.LoadBiomes(); + ctx.World.FactionDefs = loader.LoadFactions(); + + // Stamp macro cell coordinates onto all tiles (used later for constraints) + int cellW = C.WORLD_WIDTH_TILES / C.MACRO_GRID_WIDTH; + int cellH = C.WORLD_HEIGHT_TILES / C.MACRO_GRID_HEIGHT; + + for (int ty = 0; ty < C.WORLD_HEIGHT_TILES; ty++) + { + int my = ty / cellH; + for (int tx = 0; tx < C.WORLD_WIDTH_TILES; tx++) + { + int mx = tx / cellW; + ctx.World.Tiles[tx, ty].MacroX = (byte)Math.Min(mx, C.MACRO_GRID_WIDTH - 1); + ctx.World.Tiles[tx, ty].MacroY = (byte)Math.Min(my, C.MACRO_GRID_HEIGHT - 1); + } + } + + // Hash: XOR of all biome-type string hashes from the macro grid + ulong hash = 0; + for (int y = 0; y < C.MACRO_GRID_HEIGHT; y++) + for (int x = 0; x < C.MACRO_GRID_WIDTH; x++) + hash ^= (ulong)ctx.World.MacroGrid[x, y].BiomeType.GetHashCode(); + + ctx.World.StageHashes["MacroTemplateLoad"] = hash; + ctx.LogMessage($"[MacroTemplateLoad] Loaded {C.MACRO_GRID_WIDTH}×{C.MACRO_GRID_HEIGHT} macro cells, {ctx.World.BiomeDefs.Length} biome defs."); + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/MoistureGenStage.cs b/Theriapolis.Core/World/Generation/Stages/MoistureGenStage.cs new file mode 100644 index 0000000..2caae04 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/MoistureGenStage.cs @@ -0,0 +1,60 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 4 — MoistureGen +/// Independent noise layer, combined with elevation to derive biome detail. +/// Respects macro-cell moisture floors/ceilings. +/// +public sealed class MoistureGenStage : IWorldGenStage +{ + public string Name => "MoistureGen"; + + public void Run(WorldGenContext ctx) + { + ulong seed = ctx.World.WorldSeed ^ C.RNG_MOISTURE; + var noise = new FastNoiseLite + { + Seed = (int)(seed & 0x7FFFFFFF), + Frequency = 2.3f / C.WORLD_WIDTH_TILES, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 5, + Lacunarity = 2.0f, + Gain = 0.5f, + }; + + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + + Parallel.For(0, H, ty => + { + for (int tx = 0; tx < W; tx++) + { + float elev = ctx.World.Tiles[tx, ty].Elevation; + + float raw = noise.GetNoise01((float)tx, (float)ty); + + // Elevation modifier: high elevation slightly reduces moisture + raw -= (elev - 0.5f) * 0.25f; + raw = Math.Clamp(raw, 0f, 1f); + + // Apply macro cell constraints for all tiles including ocean. + // Skipping ocean tiles here was a shortcut that breaks macro constraints + // when later stages (CoastalFeatureGen, BorderDistortion) raise ocean + // tiles to land: those tiles would inherit the wrong moisture value. + // Use the tile's stored warped macro coords so moisture follows + // the same organic cell boundaries as elevation. + var cell = ctx.World.MacroCellForTile(ctx.World.Tiles[tx, ty]); + float m = cell.MoistureFloor + raw * (cell.MoistureCeiling - cell.MoistureFloor); + m = Math.Clamp(m, 0f, 1f); + + ctx.World.Tiles[tx, ty].Moisture = m; + } + }); + + ctx.World.StageHashes["MoistureGen"] = ctx.World.HashMoisture(); + ctx.LogMessage($"[MoistureGen] Moisture hash: 0x{ctx.World.StageHashes["MoistureGen"]:X16}"); + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/NarrativeAnchorPlaceStage.cs b/Theriapolis.Core/World/Generation/Stages/NarrativeAnchorPlaceStage.cs new file mode 100644 index 0000000..0f3170d --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/NarrativeAnchorPlaceStage.cs @@ -0,0 +1,353 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 13 — NarrativeAnchorPlace +/// Places the 6 narrative anchor settlements (Sanctum Fidelis first, then others). +/// Must run BEFORE general settlement placement. +/// +public sealed class NarrativeAnchorPlaceStage : IWorldGenStage +{ + public string Name => "NarrativeAnchorPlace"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + private int _nextId = 1; + private int[,] _componentIds = null!; + private int _mainLandmassId; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = SeededRng.ForSubsystem(world.WorldSeed, C.RNG_ANCHOR); + + // Confine anchors to the main (largest) landmass so the road network + // doesn't need to cross ocean to reach them. + var (componentIds, componentSizes) = LandmassMap.Compute(world); + _componentIds = componentIds; + _mainLandmassId = LandmassMap.LargestComponentId(componentSizes); + + var placed = new List(); + + // Placement order: most-constrained first + PlaceSanctumFidelis(world, placed, rng); + PlaceHeartstone (world, placed, rng); + PlaceThornfield (world, placed, rng); + PlaceFortDustwall (world, placed, rng); + PlaceMillhaven (world, placed, rng); + PlaceTheTangles (world, placed, rng); + + foreach (var s in placed) + { + world.Settlements.Add(s); + MarkSettlementTiles(world, s); + } + + ctx.LogMessage($"[NarrativeAnchorPlace] Placed {placed.Count} anchor settlements."); + } + + // ── Anchor placements ───────────────────────────────────────────────────── + + private void PlaceSanctumFidelis(WorldState world, List placed, SeededRng rng) + { + // Preferred: center region, near a river + var candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + { + if (tile.Biome == BiomeId.Ocean) return false; + if (tile.MacroX < 12 || tile.MacroX > 22) return false; + if (tile.MacroY < 10 || tile.MacroY > 22) return false; + return (tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) != 0; + }); + + if (candidates.Count == 0) + { + // Relaxed: center region, any non-ocean land tile + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && + tile.MacroX >= 10 && tile.MacroX <= 24 && + tile.MacroY >= 8 && tile.MacroY <= 24); + } + + if (candidates.Count == 0) + { + // Last resort: any suitable non-ocean tile + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && tile.Elevation < 0.75f); + } + + var best = PickBest(candidates, world, placed, rng, (int)C.ANCHOR_MIN_DIST); + if (best.HasValue) + { + var s = MakeSettlement(world, best.Value.x, best.Value.y, 1, NarrativeAnchor.SanctumFidelis); + s.Name = "Sanctum Fidelis"; + placed.Add(s); + } + } + + private void PlaceHeartstone(WorldState world, List placed, SeededRng rng) + { + // Preferred: high mountain in western half + var candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + { + if (tile.Biome == BiomeId.Ocean) return false; + if (tile.Biome is not (BiomeId.MountainAlpine or BiomeId.MountainForested)) return false; + if (tile.Elevation < 0.60f) return false; + return tile.MacroX <= 14; // western half + }); + + if (candidates.Count == 0) + { + // Relaxed: any mountain tile anywhere, no elevation minimum + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && + tile.Biome is BiomeId.MountainAlpine or BiomeId.MountainForested); + } + + if (candidates.Count == 0) + { + // Last resort: any highland tile (elevation ≥ 0.50) that isn't ocean + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && tile.Elevation >= 0.50f); + } + + var best = PickBest(candidates, world, placed, rng, (int)(C.ANCHOR_MIN_DIST * 0.5f)); + if (best.HasValue) + { + var s = MakeSettlement(world, best.Value.x, best.Value.y, 2, NarrativeAnchor.Heartstone); + s.Name = "Heartstone"; + placed.Add(s); + } + } + + private void PlaceThornfield(WorldState world, List placed, SeededRng rng) + { + var candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + { + if (tile.Biome == BiomeId.Ocean) return false; + if (tile.MacroX < 16) return false; + var dev = macro.Development?.ToLowerInvariant() ?? ""; + if (!dev.Contains("industrial") && !dev.Contains("urban")) return false; + return (tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) != 0; + }); + + if (candidates.Count == 0) + { + // Relaxed: any eastern developed region with river + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && tile.MacroX >= 16 && + (tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) != 0); + } + + if (candidates.Count == 0) + { + // Last resort: any non-ocean tile with a river (drop east-half + // requirement). On small maps the eastern half may not happen to + // contain any river tiles for a given seed; Thornfield still + // needs to be placed somewhere reasonable. + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && + (tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) != 0); + } + + if (candidates.Count == 0) + { + // Absolute fallback: any non-ocean land tile. Matches the + // last-resort tier that SanctumFidelis/Heartstone already use. + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean); + } + + var best = PickBest(candidates, world, placed, rng, (int)C.ANCHOR_MIN_DIST); + if (best.HasValue) + { + var s = MakeSettlement(world, best.Value.x, best.Value.y, 2, NarrativeAnchor.Thornfield); + s.Name = "Thornfield"; + placed.Add(s); + } + } + + private void PlaceFortDustwall(WorldState world, List placed, SeededRng rng) + { + var candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + { + if (tile.Biome == BiomeId.Ocean) return false; + if (tile.Biome is not (BiomeId.TemperateGrassland or BiomeId.Scrubland + or BiomeId.TemperateDeciduous)) return false; + return tile.MacroX >= 10 && tile.MacroX <= 22 && + tile.MacroY >= 12 && tile.MacroY <= 26; + }); + + var best = PickBest(candidates, world, placed, rng, (int)C.ANCHOR_MIN_DIST); + if (best.HasValue) + { + int tier = rng.NextBool(0.6) ? 2 : 3; + var s = MakeSettlement(world, best.Value.x, best.Value.y, tier, NarrativeAnchor.FortDustwall); + s.Name = "Fort Dustwall"; + placed.Add(s); + } + } + + private void PlaceMillhaven(WorldState world, List placed, SeededRng rng) + { + // Preferred: eastern forest/grassland near a river + var candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + { + if (tile.Biome == BiomeId.Ocean) return false; + if (tile.Biome is not (BiomeId.TemperateDeciduous or BiomeId.ForestEdge + or BiomeId.TemperateGrassland)) return false; + if (tile.MacroX < 16) return false; + if ((tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) == 0) return false; + // At least 40 tiles from any Tier 2+ anchor already placed + foreach (var p in placed) + { + if (p.Tier <= 2) + { + float d = MathF.Sqrt((x - p.TileX) * (float)(x - p.TileX) + + (y - p.TileY) * (float)(y - p.TileY)); + if (d < 40) return false; + } + } + return true; + }); + + if (candidates.Count == 0) + { + // Relaxed: drop river requirement, keep biome and location + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && + tile.Biome is BiomeId.TemperateDeciduous or BiomeId.ForestEdge + or BiomeId.TemperateGrassland && + tile.MacroX >= 12); + } + + if (candidates.Count == 0) + { + // Last resort: any non-ocean land tile in the eastern two-thirds + candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + tile.Biome != BiomeId.Ocean && tile.MacroX >= 10); + } + + var best = PickBest(candidates, world, placed, rng, (int)C.ANCHOR_MIN_DIST / 2); + if (best.HasValue) + { + var s = MakeSettlement(world, best.Value.x, best.Value.y, 3, NarrativeAnchor.Millhaven); + s.Name = "Millhaven"; + placed.Add(s); + } + } + + private void PlaceTheTangles(WorldState world, List placed, SeededRng rng) + { + var candidates = CollectCandidates(world, placed, (x, y, tile, macro) => + { + if (tile.Biome == BiomeId.Ocean) return false; + if (tile.Biome is not (BiomeId.SubtropicalForest or BiomeId.Wetland + or BiomeId.Mangrove or BiomeId.MarshEdge)) return false; + var cov = macro.Covenant?.ToLowerInvariant() ?? ""; + return cov is "weak" or "nominal"; + }); + + int count = rng.NextInt(2, 5); + bool firstTangle = true; + + for (int i = 0; i < count && candidates.Count > 0; i++) + { + var best = PickBest(candidates, world, placed, rng, C.SETTLE_MIN_DIST_TIER4); + if (!best.HasValue) break; + + var s = MakeSettlement(world, best.Value.x, best.Value.y, 4, NarrativeAnchor.TheTangles); + s.Name = firstTangle ? "Thornback Hollow" : NameGenerator.Generate(rng, "subtropical"); + firstTangle = false; + placed.Add(s); + MarkSettlementTiles(world, s); + + candidates = candidates + .Where(c => !IsCloseTo(c.x, c.y, best.Value.x, best.Value.y, C.SETTLE_MIN_DIST_TIER4)) + .ToList(); + } + } + + // ── Helpers ─────────────────────────────────────────────────────────────── + + private List<(int x, int y)> CollectCandidates( + WorldState world, + List placed, + Func filter, + int step = 2) + { + var result = new List<(int x, int y)>(); + for (int y = 0; y < H; y += step) + for (int x = 0; x < W; x += step) + { + if (_componentIds[x, y] != _mainLandmassId) continue; + ref var tile = ref world.TileAt(x, y); + var macro = world.MacroCellForTile(in tile); + if (!filter(x, y, tile, macro)) continue; + if (IsTooCloseToAnySettlement(x, y, placed, C.SETTLE_MIN_DIST_TIER2)) continue; + result.Add((x, y)); + } + return result; + } + + private static (int x, int y)? PickBest( + List<(int x, int y)> candidates, + WorldState world, + List placed, + SeededRng rng, + int anchorMinDist) + { + if (candidates.Count == 0) return null; + + var ranked = candidates + .Where(c => !IsTooCloseToAnySettlement(c.x, c.y, placed, anchorMinDist)) + .OrderByDescending(c => world.Habitability?[c.x, c.y] ?? 0f) + .Take(10) + .ToList(); + + if (ranked.Count == 0) + ranked = candidates.OrderByDescending(c => world.Habitability?[c.x, c.y] ?? 0f) + .Take(5).ToList(); + if (ranked.Count == 0) return null; + + return ranked[rng.NextInt(Math.Min(3, ranked.Count))]; + } + + private Settlement MakeSettlement(WorldState world, int x, int y, int tier, NarrativeAnchor anchor) + { + var (nx, ny) = SettlementPlaceStage.NudgeOffRiver(world, x, y); + return new Settlement + { + Id = _nextId++, + Tier = tier, + TileX = nx, + TileY = ny, + Anchor = anchor, + }; + } + + private static void MarkSettlementTiles(WorldState world, Settlement s) + { + for (int dy = -2; dy <= 2; dy++) + for (int dx = -2; dx <= 2; dx++) + { + int nx = s.TileX + dx, ny = s.TileY + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + ref var tile = ref world.TileAt(nx, ny); + tile.Features |= FeatureFlags.IsSettlement; + tile.SettlementId = (ushort)Math.Min(s.Id, ushort.MaxValue); + } + } + + private static bool IsCloseTo(int x1, int y1, int x2, int y2, int minDist) + => (x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2) < minDist * minDist; + + private static bool IsTooCloseToAnySettlement(int x, int y, List placed, int minDist) + { + foreach (var s in placed) + if (IsCloseTo(x, y, s.TileX, s.TileY, minDist)) return true; + return false; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/PoIPlacementStage.cs b/Theriapolis.Core/World/Generation/Stages/PoIPlacementStage.cs new file mode 100644 index 0000000..0e054ec --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/PoIPlacementStage.cs @@ -0,0 +1,106 @@ +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 20 — PoIPlacement +/// Additional Tier 5 PoIs beyond those placed by SettlementPlaceStage. +/// This stage is a lightweight pass to ensure minimum PoI count is met. +/// (SettlementPlaceStage already places Tier 5 — this stage tops up if needed.) +/// +public sealed class PoIPlacementStage : IWorldGenStage +{ + public string Name => "PoIPlacement"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = ctx.Rngs["poi"]; + + int existing = world.Settlements.Count(s => s.IsPoi); + int nextId = world.Settlements.Count + 1; + + // SettlementPlaceStage may have already placed Tier 5 PoIs + // This stage ensures the minimum is met and tags the world tiles + int needed = Math.Max(0, C.SETTLE_TIER5_MIN - existing); + + if (needed == 0) + { + ctx.LogMessage($"[PoIPlacement] {existing} PoIs already placed — no top-up needed."); + return; + } + + // Find low-habitability land tiles not near settlements + var candidates = new List<(int x, int y)>(); + for (int y = 0; y < H; y += 4) + for (int x = 0; x < W; x += 4) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + float hab = world.Habitability?[x, y] ?? 0f; + if (hab > 0.35f) continue; + if ((world.Tiles[x, y].Features & FeatureFlags.IsSettlement) != 0) continue; + if (IsTooCloseToSettlement(world, x, y)) continue; + candidates.Add((x, y)); + } + + rng.Shuffle(candidates.ToArray().AsSpan()); + + int placed = 0; + foreach (var (x, y) in candidates) + { + if (placed >= needed) break; + if ((world.Tiles[x, y].Features & FeatureFlags.IsPoi) != 0) continue; + + var poiType = PickPoiType(world.Tiles[x, y].Biome, rng); + var s = new Settlement + { + Id = nextId++, + Tier = 5, + TileX = x, + TileY = y, + IsPoi = true, + PoiType = poiType, + Name = DescribePoi(poiType), + }; + world.Settlements.Add(s); + world.TileAt(x, y).Features |= FeatureFlags.IsPoi; + placed++; + } + + ctx.LogMessage($"[PoIPlacement] Placed {placed} additional PoIs (total: {world.Settlements.Count(s => s.IsPoi)})."); + } + + private static bool IsTooCloseToSettlement(WorldState world, int x, int y) + { + foreach (var s in world.Settlements) + { + if (s.IsPoi) continue; + int dx = x - s.TileX, dy = y - s.TileY; + if (dx * dx + dy * dy < C.POI_MIN_DIST_FROM_SETTLE * C.POI_MIN_DIST_FROM_SETTLE) + return true; + } + return false; + } + + private static PoiType PickPoiType(BiomeId biome, Util.SeededRng rng) + { + return biome switch + { + BiomeId.MountainAlpine or BiomeId.MountainForested => rng.NextBool() ? PoiType.AbandonedMine : PoiType.NaturalCave, + BiomeId.Tundra or BiomeId.Boreal => PoiType.ImperiumRuin, + BiomeId.Wetland or BiomeId.SubtropicalForest => rng.NextBool() ? PoiType.NaturalCave : PoiType.CultDen, + _ => (PoiType)(rng.NextInt(1, 6)), + }; + } + + private static string DescribePoi(PoiType t) => t switch + { + PoiType.ImperiumRuin => "Imperium Ruin", + PoiType.AbandonedMine => "Abandoned Mine", + PoiType.CultDen => "Hidden Den", + PoiType.NaturalCave => "Natural Cave", + PoiType.OvergrownSettlement=> "Overgrown Ruins", + _ => "Unknown Site", + }; +} diff --git a/Theriapolis.Core/World/Generation/Stages/PolylineCleanupStage.cs b/Theriapolis.Core/World/Generation/Stages/PolylineCleanupStage.cs new file mode 100644 index 0000000..76f23f5 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/PolylineCleanupStage.cs @@ -0,0 +1,1133 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 18 — PolylineCleanup +/// Post-processing pass after roads, rivers, and rails are generated. +/// Phase 1: Clusters nearby endpoints and snaps them to a shared centroid. +/// Phase 2: Snaps remaining endpoints to nearby polyline bodies (T-junctions). +/// Phase 3: Merges overlapping parallel segments by snapping interior points to longer polylines. +/// Phase 4: Removes small self-intersection loops and near-duplicate consecutive points. +/// +public sealed class PolylineCleanupStage : IWorldGenStage +{ + public string Name => "PolylineCleanup"; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + + int roadFixes = SnapAndConnect(world, world.Roads, dropSubsumed: true, splitAtSettlements: true); + int railFixes = SnapAndConnect(world, world.Rails, dropSubsumed: false, splitAtSettlements: false); + int riverFixes = SnapAndConnect(world, world.Rivers, dropSubsumed: false, splitAtSettlements: false); + + // Ensure all non-POI settlements have at least one road endpoint nearby. + // Cleanup can drop short connector roads during overlap merging, leaving + // settlements stranded. This pass creates stubs for any that lost connection. + int connectors = EnsureSettlementConnectivity(world); + + // Bridge detection must run AFTER cleanup so bridges align with + // post-snapping road geometry. + world.Bridges.Clear(); + RoadNetworkGenStage.DetectBridges(world); + + ctx.LogMessage($"[PolylineCleanup] Fixed {roadFixes} road, {railFixes} rail, {riverFixes} river connections; {connectors} settlement connectors; placed {world.Bridges.Count} bridges."); + } + + private static int SnapAndConnect(WorldState world, List polylines, bool dropSubsumed, bool splitAtSettlements) + { + if (polylines.Count < 2) return 0; + + int fixes = 0; + + // ── Phase 1: Cluster nearby endpoints via Union-Find ──────────────── + var (clusteredSet, clusterFixes) = ClusterEndpoints(world, polylines); + fixes += clusterFixes; + + // ── Phase 2: Snap unclustered endpoints to nearest polyline body ──── + fixes += SnapToBody(world, polylines, clusteredSet); + + // ── Phase 3: Merge overlapping parallel segments ──────────────────── + fixes += MergeOverlapping(polylines, dropSubsumed); + + // ── Phase 3b: Split polylines that pass through a settlement centre ─ + // A road generated to connect A→B can clip through C's centre tile + // when the A* path or its smoothed body happens to traverse C. Without + // splitting, the polyline visually passes through C but doesn't + // terminate there — leaving C apparently disconnected from the trunk + // even though its tile carries HasRoad. Split into A→C and C→B so C + // becomes a proper network junction. + if (splitAtSettlements) + fixes += SplitAtNonEndpointSettlements(world, polylines); + + // ── Phase 4: Clean up artifacts ───────────────────────────────────── + foreach (var poly in polylines) + { + RemoveSmallLoops(poly.Points); + RemoveNearDuplicates(poly.Points); + } + + // ── Phase 5: Rebuild simplified points ────────────────────────────── + foreach (var poly in polylines) + if (poly.Points.Count >= 2) + poly.SimplifiedPoints = PolylineBuilder.RDPSimplify(poly.Points); + + return fixes; + } + + // ── Phase 1: Endpoint clustering ──────────────────────────────────────── + + private static (HashSet clustered, int fixes) ClusterEndpoints(WorldState world, List polylines) + { + var endpoints = CollectEndpoints(polylines); + int n = endpoints.Count; + + // Union-Find + var parent = new int[n]; + for (int i = 0; i < n; i++) parent[i] = i; + int Find(int x) { while (parent[x] != x) { parent[x] = parent[parent[x]]; x = parent[x]; } return x; } + void Union(int a, int b) { parent[Find(a)] = Find(b); } + + float snapDistSq = C.POLYLINE_SNAP_ENDPOINT_DIST * C.POLYLINE_SNAP_ENDPOINT_DIST; + + for (int i = 0; i < n; i++) + { + var posI = GetEndpoint(polylines, endpoints[i]); + for (int j = i + 1; j < n; j++) + { + if (endpoints[i].polyIdx == endpoints[j].polyIdx) continue; + var posJ = GetEndpoint(polylines, endpoints[j]); + if (Vec2.DistSq(posI, posJ) >= snapDistSq) continue; + + // Skip pair-union when both endpoints are independently close + // to a shared third polyline's body AND their body-snap targets + // are far enough apart to represent distinct T-junctions. The + // Union-Find centroid of such a pair sits OFF that body, + // creating a visible forked gap between both roads and the + // through-road they were each already meeting. Phase 2 + // body-snap produces two clean T-junctions instead. + if (EndpointsShareDistinctCommonBody( + polylines, posI, posJ, + endpoints[i].polyIdx, endpoints[j].polyIdx)) + continue; + + Union(i, j); + } + } + + // Group clusters and snap to centroid + var clustered = new HashSet(); + var clusters = new Dictionary>(); + for (int i = 0; i < n; i++) + { + int root = Find(i); + if (!clusters.TryGetValue(root, out var list)) + clusters[root] = list = new List(); + list.Add(i); + } + + int fixes = 0; + // Max distance from a settlement-anchor endpoint for a cluster member to + // also snap onto the settlement. Union-Find can transitively chain endpoints + // across several pair-wise links (each up to POLYLINE_SNAP_ENDPOINT_DIST), + // so a footpath T-junction on a main road that happens to pass near a + // settlement could otherwise be yanked to the settlement center, creating + // a long straight trailing segment. Keep the settlement anchor influence + // local — only endpoints actually within ~2 tiles of the settlement snap. + float settlementAnchorDistSq = C.SETTLEMENT_CONNECT_DIST * C.SETTLEMENT_CONNECT_DIST; + + foreach (var (_, cluster) in clusters) + { + if (cluster.Count < 2) continue; + + // If any endpoint in the cluster lands on a settlement tile, anchor + // nearby cluster members to that settlement center instead of the + // geometric centroid. This prevents roads being yanked away from + // settlements. Far-away cluster members (reached via transitive + // union chaining) are handled separately so they are not pulled + // across several tiles onto the settlement. + Vec2? settlementAnchor = null; + foreach (int idx in cluster) + { + var pt = GetEndpoint(polylines, endpoints[idx]); + if (IsOnSettlement(world, pt)) + { + settlementAnchor = pt; + break; + } + } + + if (settlementAnchor.HasValue) + { + Vec2 anchor = settlementAnchor.Value; + + // Polylines that will snap to the anchor — "siblings" whose + // bodies are candidate branch targets for the remaining members. + var siblingPolyIdxs = new HashSet(); + foreach (int idx in cluster) + { + var ept = GetEndpoint(polylines, endpoints[idx]); + if (Vec2.DistSq(ept, anchor) < settlementAnchorDistSq) + siblingPolyIdxs.Add(endpoints[idx].polyIdx); + } + + // If an off-settlement endpoint within the anchor radius lies + // within BRANCH_PREFER_DIST of a sibling polyline's body, we + // defer it to Phase 2 body-snapping instead of pulling it onto + // the settlement center. Otherwise the two roads run parallel + // into the settlement on their final approach — a visual + // "extra road" right alongside the existing road — when a + // T-junction branch would look natural. + const float BRANCH_PREFER_DIST = 16f; // 0.5 tiles + float branchPreferDistSq = BRANCH_PREFER_DIST * BRANCH_PREFER_DIST; + + foreach (int idx in cluster) + { + var pt = GetEndpoint(polylines, endpoints[idx]); + float distToAnchorSq = Vec2.DistSq(pt, anchor); + if (distToAnchorSq >= settlementAnchorDistSq) continue; + // Far-from-anchor cluster member — leave unclustered. Phase 2 + // (SnapToBody) will snap each one onto the nearest polyline + // body at its original T-junction position. Sub-clustering + // these together would incorrectly merge genuinely distinct + // T-junctions onto the same point. + + // Don't snap if the polyline's OTHER endpoint is also at + // the anchor — snapping both would collapse the polyline + // to a single point. This happens for short stubs leaving + // a settlement: both start and end lie inside the 3×3 + // settlement footprint / anchor radius. Phase 2 body-snap + // will then route the non-settlement end onto the nearby + // polyline body it was meant to join. + var ownPts = polylines[endpoints[idx].polyIdx].Points; + Vec2 otherEp = endpoints[idx].isStart ? ownPts[^1] : ownPts[0]; + if (Vec2.DistSq(otherEp, anchor) < settlementAnchorDistSq) continue; + + // If pt is essentially already at the anchor (within + // BRANCH_PREFER_DIST), snap unconditionally — there's no + // branch geometry to prefer since body-snap would yield + // the same position. + if (distToAnchorSq >= branchPreferDistSq) + { + // pt is within the settlement's approach zone but not + // at its center. Check whether a sibling polyline's + // body passes near pt; if so, defer to Phase 2 so we + // get a T-junction branch onto the sibling rather + // than a redundant parallel approach to the anchor. + int ownPolyIdx = endpoints[idx].polyIdx; + bool preferBranch = false; + foreach (int otherPolyIdx in siblingPolyIdxs) + { + if (otherPolyIdx == ownPolyIdx) continue; + var otherPts = polylines[otherPolyIdx].Points; + if (otherPts.Count < 2) continue; + + NearestPointOnPolyline(pt, otherPts, out float dSq); + // Only branch when the body is meaningfully closer + // than the anchor — otherwise a body-snap just + // reproduces the anchor-snap in a different way. + if (dSq < branchPreferDistSq && dSq + 4f < distToAnchorSq) + { + preferBranch = true; + break; + } + } + if (preferBranch) continue; + } + + SnapEndpoint(polylines[endpoints[idx].polyIdx], endpoints[idx].isStart, anchor); + clustered.Add(idx); + fixes++; + } + continue; + } + + // No settlement in cluster: snap all to the geometric centroid. + Vec2 centroid = new Vec2(0, 0); + foreach (int idx in cluster) + centroid = centroid + GetEndpoint(polylines, endpoints[idx]); + var target = centroid / cluster.Count; + + foreach (int idx in cluster) + { + SnapEndpoint(polylines[endpoints[idx].polyIdx], endpoints[idx].isStart, target); + clustered.Add(idx); + fixes++; + } + } + + return (clustered, fixes); + } + + /// + /// True when both endpoints lie within body-snap distance of the same + /// third polyline's body AND their body-snap targets are far enough apart + /// to represent distinct T-junctions. Used by Phase 1 clustering to avoid + /// fusing two independent junction approaches into a single off-body + /// centroid. Threshold is 2 tiles: targets closer than that are treated + /// as a shared junction on the body and allowed to cluster normally. + /// + private static bool EndpointsShareDistinctCommonBody( + List polylines, Vec2 ptA, Vec2 ptB, int polyIdxA, int polyIdxB) + { + float bodyDistSq = C.POLYLINE_SNAP_BODY_DIST * C.POLYLINE_SNAP_BODY_DIST; + const float DISTINCT_TARGET_DIST = 64f; // 2 tiles + float distinctTargetDistSq = DISTINCT_TARGET_DIST * DISTINCT_TARGET_DIST; + + for (int k = 0; k < polylines.Count; k++) + { + if (k == polyIdxA || k == polyIdxB) continue; + var body = polylines[k].Points; + if (body.Count < 2) continue; + + var nearA = NearestPointOnPolyline(ptA, body, out float distSqA); + if (distSqA >= bodyDistSq) continue; + + var nearB = NearestPointOnPolyline(ptB, body, out float distSqB); + if (distSqB >= bodyDistSq) continue; + + if (Vec2.DistSq(nearA, nearB) >= distinctTargetDistSq) + return true; + } + return false; + } + + /// Convert a world-pixel point to a tile coord and test IsSettlement. + private static bool IsOnSettlement(WorldState world, Vec2 worldPixel) + { + int tx = (int)(worldPixel.X / C.WORLD_TILE_PIXELS); + int ty = (int)(worldPixel.Y / C.WORLD_TILE_PIXELS); + if ((uint)tx >= C.WORLD_WIDTH_TILES || (uint)ty >= C.WORLD_HEIGHT_TILES) return false; + return (world.Tiles[tx, ty].Features & FeatureFlags.IsSettlement) != 0; + } + + /// + /// Tighter variant of : true only when the + /// given world-pixel lies in the tile that is a settlement's actual centre + /// (i.e. matches some settlement's TileX/TileY). Used to + /// distinguish "this endpoint is at a settlement's destination point" + /// from "this endpoint is somewhere inside the fat settlement footprint". + /// + private static bool IsAtSettlementCentre(WorldState world, Vec2 worldPixel) + { + int tx = (int)(worldPixel.X / C.WORLD_TILE_PIXELS); + int ty = (int)(worldPixel.Y / C.WORLD_TILE_PIXELS); + foreach (var s in world.Settlements) + if (s.TileX == tx && s.TileY == ty) return true; + return false; + } + + // ── Phase 2: Body snapping ────────────────────────────────────────────── + + private static int SnapToBody(WorldState world, List polylines, HashSet clustered) + { + var endpoints = CollectEndpoints(polylines); + float bodySnapDistSq = C.POLYLINE_SNAP_BODY_DIST * C.POLYLINE_SNAP_BODY_DIST; + int fixes = 0; + + for (int i = 0; i < endpoints.Count; i++) + { + if (clustered.Contains(i)) continue; + + Vec2 endpoint = GetEndpoint(polylines, endpoints[i]); + + // Endpoints sitting on a settlement's exact centre tile are at + // their correct terminus — don't displace them. We can't use the + // IsSettlement flag here because tier-2+ settlements occupy a 3×3 + // footprint; a junction anchor produced by SplitByExistingFeature + // can land on a non-centre footprint tile and needs snapping onto + // the nearby polyline body for visual continuity. + if (IsAtSettlementCentre(world, endpoint)) continue; + + float bestDistSq = bodySnapDistSq; + Vec2 bestPoint = default; + bool found = false; + + for (int j = 0; j < polylines.Count; j++) + { + if (j == endpoints[i].polyIdx) continue; + var pts = polylines[j].Points; + if (pts.Count < 2) continue; + + var nearPt = NearestPointOnPolyline(endpoint, pts, out float dSq); + if (dSq < bestDistSq) + { + bestDistSq = dSq; + bestPoint = nearPt; + found = true; + } + } + + if (found) + { + SnapEndpoint(polylines[endpoints[i].polyIdx], endpoints[i].isStart, bestPoint); + fixes++; + } + } + + return fixes; + } + + // ── Phase 3: Merge overlapping parallel segments ──────────────────────── + + /// + /// If is true, polylines whose geometry is mostly + /// coincident with a larger polyline are trimmed to an endpoint stub (or deleted + /// outright when both endpoints already lie on the larger polyline). This is + /// desirable for roads — a Tier 4 footpath parallel to a Highway should collapse + /// to a short stub onto the highway — but not for rivers or rail. + /// + private static int MergeOverlapping(List polylines, bool dropSubsumed) + { + if (polylines.Count < 2) return 0; + + float mergeDist = C.POLYLINE_MERGE_DIST; + float mergeDistSq = mergeDist * mergeDist; + int merges = 0; + + var bounds = new (float minX, float minY, float maxX, float maxY)[polylines.Count]; + for (int b = 0; b < polylines.Count; b++) + { + float minX = float.MaxValue, minY = float.MaxValue; + float maxX = float.MinValue, maxY = float.MinValue; + foreach (var p in polylines[b].Points) + { + if (p.X < minX) minX = p.X; + if (p.Y < minY) minY = p.Y; + if (p.X > maxX) maxX = p.X; + if (p.Y > maxY) maxY = p.Y; + } + bounds[b] = (minX - mergeDist, minY - mergeDist, maxX + mergeDist, maxY + mergeDist); + } + + var toRemove = new HashSet(); + + for (int a = 0; a < polylines.Count; a++) + { + if (toRemove.Contains(a)) continue; + var ptsA = polylines[a].Points; + if (ptsA.Count < 4) continue; + int countA = ptsA.Count; + + // Per-point nearest projection onto every longer candidate. + var bestDistSqArr = new float[countA]; + var bestPtArr = new Vec2[countA]; + var bestCandArr = new int[countA]; + for (int i = 0; i < countA; i++) { bestDistSqArr[i] = mergeDistSq; bestCandArr[i] = -1; } + + // Body-junction candidates: polylines B where A's endpoint already + // sits ON B's body (not B's endpoint). These represent junction + // connections already established by Phase 2's SnapToBody. A's + // interior points should NOT be snapped onto such a B because + // A is approaching B from the side and its interior geometry is + // its own path — snapping part of it creates the triangle artifact + // where the snapped run diverges from the unsnapped tail. + // Subsumption still works via bestCandArr (so truly redundant A's + // are still dropped); only the per-point fallback snap is skipped. + var bodyJunctionCandidates = new HashSet(); + + // Snaps landing near polyline B's endpoints are a chance-proximity + // pattern (two roads converging at a junction) rather than a + // genuine parallel overlap. Rejecting them prevents the common + // pathology where a run of points on A all collapse onto the same + // endpoint of B, creating a V-kink that later looks like a loop. + const float ENDPOINT_GUARD_DIST = 24f; + float endpointGuardSq = ENDPOINT_GUARD_DIST * ENDPOINT_GUARD_DIST; + + // When A shares an endpoint with B (e.g. both roads leave the same + // settlement), A's early points near that shared endpoint are close + // to B's matching side by construction, not by parallel overlap. + // Use a wider guard on the shared side so divergent roads don't + // get their early points collapsed onto B. + const float SHARED_ENDPOINT_GUARD_DIST = 96f; // 3 tiles + float sharedEndpointGuardSq = SHARED_ENDPOINT_GUARD_DIST * SHARED_ENDPOINT_GUARD_DIST; + + // Tangent-alignment guard. A genuine parallel overlap has A and B + // running in the same direction at the snap point. Two roads that + // merely cross or glance off each other near a junction have + // tangents at a sharp angle — snapping A's points onto B there + // drags a straight run of A sideways onto B's curve, creating a + // triangular kink. Require |cos(angle)| ≥ 0.87 (≤ 30° off-axis). + const float TANGENT_ALIGN_MIN = 0.87f; + + for (int b = 0; b < polylines.Count; b++) + { + if (b == a || toRemove.Contains(b)) continue; + int countB = polylines[b].Points.Count; + if (countB < countA || (countB == countA && b >= a)) continue; + + var bb = bounds[b]; + var ptsB = polylines[b].Points; + var bStart = ptsB[0]; + var bEnd = ptsB[^1]; + + bool aStartNearBStart = Vec2.DistSq(ptsA[0], bStart) < endpointGuardSq; + bool aStartNearBEnd = Vec2.DistSq(ptsA[0], bEnd) < endpointGuardSq; + bool aEndNearBStart = Vec2.DistSq(ptsA[^1], bStart) < endpointGuardSq; + bool aEndNearBEnd = Vec2.DistSq(ptsA[^1], bEnd) < endpointGuardSq; + + // Body-junction detection: does A's endpoint sit ON B's body + // (not near B's own endpoints)? If so, A meets B at a T-style + // junction already established before Phase 3. Per-point merge + // of A's interior onto B would partially snap a curving + // approach, leaving the unsnapped tail to form a triangle. + const float BODY_JUNCTION_TOL = 4f; + float bodyJunctionTolSq = BODY_JUNCTION_TOL * BODY_JUNCTION_TOL; + bool StartOnBBody() + { + var near = NearestPointOnPolyline(ptsA[0], ptsB, out float dSq); + return dSq < bodyJunctionTolSq + && Vec2.DistSq(near, bStart) > endpointGuardSq + && Vec2.DistSq(near, bEnd) > endpointGuardSq; + } + bool EndOnBBody() + { + var near = NearestPointOnPolyline(ptsA[^1], ptsB, out float dSq); + return dSq < bodyJunctionTolSq + && Vec2.DistSq(near, bStart) > endpointGuardSq + && Vec2.DistSq(near, bEnd) > endpointGuardSq; + } + if (StartOnBBody() || EndOnBBody()) bodyJunctionCandidates.Add(b); + + for (int i = 0; i < countA; i++) + { + var pt = ptsA[i]; + if (pt.X < bb.minX || pt.X > bb.maxX || + pt.Y < bb.minY || pt.Y > bb.maxY) continue; + + var near = NearestPointOnPolyline(pt, ptsB, out float dSq, out int segIdx); + if (dSq >= bestDistSqArr[i]) continue; + + if (Vec2.DistSq(near, bStart) < endpointGuardSq || + Vec2.DistSq(near, bEnd) < endpointGuardSq) continue; + + // Extended guard where A and B share an endpoint: points + // projecting near the shared side of B are divergent + // geometry, not a parallel overlap. + float distNearBStartSq = Vec2.DistSq(near, bStart); + float distNearBEndSq = Vec2.DistSq(near, bEnd); + if ((aStartNearBStart || aEndNearBStart) && distNearBStartSq < sharedEndpointGuardSq) continue; + if ((aStartNearBEnd || aEndNearBEnd) && distNearBEndSq < sharedEndpointGuardSq) continue; + + // Tangent-alignment check + if (!TangentsAligned(ptsA, i, ptsB, segIdx, TANGENT_ALIGN_MIN)) continue; + + bestDistSqArr[i] = dSq; + bestPtArr[i] = near; + bestCandArr[i] = b; + } + } + + // Is A mostly coincident with one specific candidate? Count per-candidate + // coverage so that interleaved overlaps with multiple candidates don't + // spuriously register as subsumption. + int primaryB = -1; + int primaryCount = 0; + if (dropSubsumed) + { + var tally = new Dictionary(); + for (int i = 0; i < countA; i++) + { + int b = bestCandArr[i]; + if (b < 0) continue; + tally.TryGetValue(b, out int c); + tally[b] = c + 1; + if (c + 1 > primaryCount) { primaryCount = c + 1; primaryB = b; } + } + } + + const float SUBSUMPTION_THRESHOLD = 0.65f; + bool subsumed = dropSubsumed + && primaryB >= 0 + && (float)primaryCount / countA >= SUBSUMPTION_THRESHOLD; + + if (subsumed) + { + bool startOn = bestCandArr[0] == primaryB; + bool endOn = bestCandArr[countA - 1] == primaryB; + + if (startOn && endOn) + { + // Whole polyline duplicates the larger one's geometry — drop it. + toRemove.Add(a); + merges++; + continue; + } + + if (startOn ^ endOn) + { + var stub = new List(); + if (endOn) + { + int firstOn = 0; + while (firstOn < countA && bestCandArr[firstOn] != primaryB) firstOn++; + if (firstOn >= countA) goto fallback; // defensive + for (int i = 0; i < firstOn; i++) stub.Add(ptsA[i]); + stub.Add(bestPtArr[firstOn]); + } + else + { + int lastOn = countA - 1; + while (lastOn >= 0 && bestCandArr[lastOn] != primaryB) lastOn--; + if (lastOn < 0) goto fallback; + stub.Add(bestPtArr[lastOn]); + for (int i = lastOn + 1; i < countA; i++) stub.Add(ptsA[i]); + } + + if (stub.Count >= 2) + { + ptsA.Clear(); + ptsA.AddRange(stub); + merges++; + continue; + } + } + } + + // Short polylines whose endpoints both land on the same longer + // candidate are redundant even if interior points meander outside + // the merge distance (failing the 65% coincidence check above). + if (dropSubsumed && !subsumed && countA < 10 + && bestCandArr[0] >= 0 + && bestCandArr[0] == bestCandArr[countA - 1]) + { + toRemove.Add(a); + merges++; + continue; + } + + fallback: + // Snap interior points, but only where a RUN of consecutive points is near + // the same target polyline. A lone close point is a chance proximity (e.g. + // one road passes near the endpoint of another), and snapping it creates a + // sharp kink rather than a genuine parallel merge. + for (int i = 1; i < countA - 1; i++) + { + int cand = bestCandArr[i]; + if (cand < 0) continue; + // Skip if A meets this candidate at a body junction — the junction + // already establishes the connection, and per-point snapping of + // A's curving approach onto B's body creates triangle artifacts. + if (bodyJunctionCandidates.Contains(cand)) continue; + bool hasRunNeighbor = bestCandArr[i - 1] == cand || bestCandArr[i + 1] == cand; + if (!hasRunNeighbor) continue; + ptsA[i] = bestPtArr[i]; + merges++; + } + } + + // ── Redundant parallel-stub pass ──────────────────────────────────── + // Road generation's SETTLEMENT_HALO_RADIUS disables the existing-road + // reuse discount near endpoints, so an edge joining a settlement that + // already has an outgoing road generates a dedicated halo approach. + // When that approach's A* path happens to terminate on the existing + // road's body after a short curve, the result is a visual "teardrop" + // loop: two roads fork at the settlement and rejoin one tile away. + // The per-point merge above cannot collapse this case because the two + // arms run at sharp angles (tangent-alignment correctly rejects a + // parallel snap). Detect and drop these stubs explicitly. + if (dropSubsumed) + { + const float SHARED_ENDPOINT_TOL = 8f; // ~0.25 tiles + const float STUB_FAR_DIST = 32f; // 1 tile + const float STUB_ENDPOINT_GUARD = 24f; + const int STUB_MAX_POINTS = 12; + float sharedTolSq = SHARED_ENDPOINT_TOL * SHARED_ENDPOINT_TOL; + float farDistSq = STUB_FAR_DIST * STUB_FAR_DIST; + float endGuardSq = STUB_ENDPOINT_GUARD * STUB_ENDPOINT_GUARD; + + for (int a = 0; a < polylines.Count; a++) + { + if (toRemove.Contains(a)) continue; + var ptsA = polylines[a].Points; + int countA = ptsA.Count; + if (countA < 2 || countA > STUB_MAX_POINTS) continue; + + Vec2 aStart = ptsA[0]; + Vec2 aEnd = ptsA[^1]; + + for (int b = 0; b < polylines.Count; b++) + { + if (b == a || toRemove.Contains(b)) continue; + var ptsB = polylines[b].Points; + if (ptsB.Count <= countA) continue; + Vec2 bStart = ptsB[0]; + Vec2 bEnd = ptsB[^1]; + + // Which (if any) A endpoint matches a B endpoint? + bool aStartSharedB = Vec2.DistSq(aStart, bStart) < sharedTolSq || Vec2.DistSq(aStart, bEnd) < sharedTolSq; + bool aEndSharedB = Vec2.DistSq(aEnd, bStart) < sharedTolSq || Vec2.DistSq(aEnd, bEnd) < sharedTolSq; + // Need exactly one shared end (both shared is handled by subsumption above). + if (aStartSharedB == aEndSharedB) continue; + + // Project the non-shared end onto B. + Vec2 farPt = aStartSharedB ? aEnd : aStart; + var nearPt = NearestPointOnPolyline(farPt, ptsB, out float dSq); + if (dSq >= farDistSq) continue; + // Reject if the projection lands near one of B's endpoints + // — that's a junction meeting, not a subsumed stub. + if (Vec2.DistSq(nearPt, bStart) < endGuardSq) continue; + if (Vec2.DistSq(nearPt, bEnd) < endGuardSq) continue; + + // Reject if A's far end coincides with another polyline's + // endpoint — A is then a legitimate connector (e.g. the + // settlement-side stub of an edge whose main body starts + // at the junction tile), not a redundant parallel approach + // that merely loops back onto B. + bool farEndIsConnector = false; + for (int c = 0; c < polylines.Count; c++) + { + if (c == a || c == b || toRemove.Contains(c)) continue; + var ptsC = polylines[c].Points; + if (ptsC.Count < 2) continue; + if (Vec2.DistSq(farPt, ptsC[0]) < sharedTolSq || + Vec2.DistSq(farPt, ptsC[^1]) < sharedTolSq) + { + farEndIsConnector = true; + break; + } + } + if (farEndIsConnector) continue; + + toRemove.Add(a); + merges++; + break; + } + } + } + + if (toRemove.Count > 0) + { + for (int i = polylines.Count - 1; i >= 0; i--) + if (toRemove.Contains(i)) polylines.RemoveAt(i); + } + + return merges; + } + + // ── Phase 3b: Split polylines that cross a non-endpoint settlement ────── + + /// + /// When a polyline's interior body passes through a non-endpoint settlement's + /// centre tile, split it there into two halves so the settlement becomes a + /// real network junction. Without this, the rasterized HasRoad flag is set + /// on the settlement tile but no polyline endpoint terminates there, so the + /// settlement appears disconnected from the trunk despite a road running + /// through it. Also relabels FromSettlementId/ToSettlementId on any polyline + /// whose existing endpoint coincides with a different settlement's centre + /// tile (caused by SplitByExistingFeature using the junction tile centre as + /// an anchor while inheriting the original A* edge's settlement labels). + /// + private static int SplitAtNonEndpointSettlements(WorldState world, List polylines) + { + int splits = 0; + int px = C.WORLD_TILE_PIXELS; + + var centreTiles = new Dictionary(); + foreach (var s in world.Settlements) + { + if (s.IsPoi) continue; + centreTiles[TileKey(s.TileX, s.TileY)] = s; + } + if (centreTiles.Count == 0) return 0; + + int nextId = 0; + foreach (var poly in polylines) + if (poly.Id >= nextId) nextId = poly.Id + 1; + + int p = 0; + while (p < polylines.Count) + { + var poly = polylines[p]; + if (poly.Points.Count < 4) { p++; continue; } + + // Relabel mislabeled endpoints whose tile lies on a settlement + // centre that disagrees with FromSettlementId / ToSettlementId. + if (TryLookupCentre(poly.Points[0], px, centreTiles, out var startS) + && startS!.Id != poly.FromSettlementId) + { + poly.Points[0] = PolylineBuilder.TileToWorldPixel(startS.TileX, startS.TileY); + poly.FromSettlementId = startS.Id; + } + if (TryLookupCentre(poly.Points[^1], px, centreTiles, out var endS) + && endS!.Id != poly.ToSettlementId) + { + poly.Points[^1] = PolylineBuilder.TileToWorldPixel(endS.TileX, endS.TileY); + poly.ToSettlementId = endS.Id; + } + + long startKey = TileKeyOf(poly.Points[0], px); + long endKey = TileKeyOf(poly.Points[^1], px); + + int splitIdx = -1; + Settlement? splitAt = null; + for (int i = 1; i < poly.Points.Count - 1; i++) + { + long key = TileKeyOf(poly.Points[i], px); + if (key == startKey || key == endKey) continue; + if (centreTiles.TryGetValue(key, out var s)) + { + splitIdx = i; + splitAt = s; + break; + } + } + + if (splitAt == null) { p++; continue; } + + // Need at least one interior point on each side of the split. + if (splitIdx < 1 || splitIdx >= poly.Points.Count - 1) { p++; continue; } + + Vec2 centre = PolylineBuilder.TileToWorldPixel(splitAt.TileX, splitAt.TileY); + + var newPoly = new Polyline + { + Type = poly.Type, + Id = nextId++, + Width = poly.Width, + RoadClassification = poly.RoadClassification, + FromSettlementId = splitAt.Id, + ToSettlementId = poly.ToSettlementId, + }; + newPoly.Points.Add(centre); + for (int i = splitIdx + 1; i < poly.Points.Count; i++) + newPoly.Points.Add(poly.Points[i]); + + poly.Points.RemoveRange(splitIdx, poly.Points.Count - splitIdx); + poly.Points.Add(centre); + poly.ToSettlementId = splitAt.Id; + + polylines.Add(newPoly); + splits++; + // Don't advance p — re-examine truncated head for additional crossings. + } + + return splits; + } + + private static long TileKey(int tx, int ty) => ((long)ty << 32) | (uint)tx; + + private static long TileKeyOf(Vec2 worldPixel, int px) + { + int tx = (int)(worldPixel.X / px); + int ty = (int)(worldPixel.Y / px); + return TileKey(tx, ty); + } + + private static bool TryLookupCentre(Vec2 worldPixel, int px, + Dictionary centres, out Settlement? settlement) + { + long key = TileKeyOf(worldPixel, px); + if (centres.TryGetValue(key, out var s)) { settlement = s; return true; } + settlement = null; + return false; + } + + // ── Phase 4a: Remove small loops ──────────────────────────────────────── + + /// + /// Detects small self-intersection loops (point i close to point j with + /// intermediate points forming a loop) and removes the intermediate points. + /// Distinguishes true loops from gentle curves via arc/chord ratio: a + /// self-crossing loop doubles back on itself, so its arc length is much + /// greater than the straight-line distance between its endpoints, whereas + /// a meandering curve has arc length close to the chord. + /// + private static void RemoveSmallLoops(List points) + { + float loopDistSq = C.POLYLINE_MERGE_DIST * C.POLYLINE_MERGE_DIST; + const int maxLookahead = 12; + const float LOOP_ARC_CHORD_RATIO = 2.5f; + + for (int i = 0; i < points.Count - 2; i++) + { + int searchEnd = Math.Min(i + maxLookahead, points.Count); + for (int j = i + 2; j < searchEnd; j++) + { + if (Vec2.DistSq(points[i], points[j]) >= loopDistSq) continue; + + // Accumulate arc length along the sub-path i..j. + float arcLen = 0f; + for (int k = i; k < j; k++) + arcLen += MathF.Sqrt(Vec2.DistSq(points[k], points[k + 1])); + float chord = MathF.Sqrt(Vec2.DistSq(points[i], points[j])); + + // Arc much longer than chord → doubled-back loop → safe to collapse. + if (arcLen >= chord * LOOP_ARC_CHORD_RATIO) + { + points.RemoveRange(i + 1, j - i - 1); + break; + } + } + } + } + + // ── Phase 4b: Remove near-duplicate consecutive points ────────────────── + + private static void RemoveNearDuplicates(List points) + { + const float minDistSq = 4f; // 2 world pixels + int i = 0; + while (i < points.Count - 2) // keep at least 2 points + { + if (Vec2.DistSq(points[i], points[i + 1]) < minDistSq) + points.RemoveAt(i + 1); + else + i++; + } + } + + // ── Phase 6: Settlement connectivity ────────────────────────────────── + + /// + /// Verify all non-POI settlements have at least one road polyline endpoint + /// within snapping distance. Creates a short connector stub for any that don't. + /// + private static int EnsureSettlementConnectivity(WorldState world) + { + // Use a tight radius so that settlements are only considered connected + // when a road endpoint is truly at/near them, not just passing nearby. + float connectDistSq = C.SETTLEMENT_CONNECT_DIST * C.SETTLEMENT_CONNECT_DIST; + int px = C.WORLD_TILE_PIXELS; + int connectors = 0; + var pathfinder = new AStarPathfinder(); + + foreach (var settle in world.Settlements) + { + if (settle.IsPoi) continue; + + Vec2 center = PolylineBuilder.TileToWorldPixel(settle.TileX, settle.TileY); + + // Check if any road endpoint is near this settlement + bool connected = false; + foreach (var road in world.Roads) + { + if (road.Points.Count < 2) continue; + if (Vec2.DistSq(road.Points[0], center) < connectDistSq || + Vec2.DistSq(road.Points[^1], center) < connectDistSq) + { + connected = true; + break; + } + } + + if (connected) continue; + + // Find the nearest point on any road polyline body + float bestDistSq = float.MaxValue; + Vec2 bestPoint = default; + bool found = false; + + foreach (var road in world.Roads) + { + if (road.Points.Count < 2) continue; + var near = NearestPointOnPolyline(center, road.Points, out float dSq); + if (dSq < bestDistSq) + { + bestDistSq = dSq; + bestPoint = near; + found = true; + } + } + + if (!found) continue; + + int tier = settle.Tier <= 3 ? 3 : 4; + int targetTx = (int)(bestPoint.X / px); + int targetTy = (int)(bestPoint.Y / px); + + // Route via A* so the connector avoids parallel river travel and + // crosses rivers perpendicularly — bridge detection then places a + // bridge at any genuine crossing. + var path = pathfinder.FindPath( + settle.TileX, settle.TileY, + targetTx, targetTy, + RoadNetworkGenStage.RoadCostFnRelaxed(world, settle.TileX, settle.TileY, targetTx, targetTy)); + + Polyline connector; + if (path != null && path.Count >= 2) + { + connector = RoadNetworkGenStage.BuildRoadPolyline( + world, path, world.Roads.Count, settle.Id, -1, tier); + } + else + { + // Fallback: straight-line stub if A* can't route (e.g. rail + // blocks every approach). Better than leaving the settlement + // stranded — UNLESS the straight line would cross ocean tiles, + // in which case the settlement is island-stranded and a + // sea-crossing road is worse than no connector. Island + // placement should already be filtered upstream by + // LandmassMap, so this is a safety net. + if (StraightLineCrossesOcean(world, center, bestPoint)) + continue; + + connector = new Polyline + { + Type = PolylineType.Road, + Id = world.Roads.Count, + Width = tier <= 3 ? 1f : 0.5f, + RoadClassification = tier <= 3 ? RoadType.DirtRoad : RoadType.Footpath, + FromSettlementId = settle.Id, + ToSettlementId = -1, + }; + connector.Points.Add(center); + connector.Points.Add(bestPoint); + connector.SimplifiedPoints = new List(connector.Points); + } + + world.Roads.Add(connector); + PolylineBuilder.RasterizeToTileFlags(world, connector, setAdjacency: false); + connectors++; + } + + return connectors; + } + + /// + /// True if the line segment between two world-pixel points passes through + /// any ocean tile. Samples at half-tile intervals along the segment. + /// + private static bool StraightLineCrossesOcean(WorldState world, Vec2 a, Vec2 b) + { + int px = C.WORLD_TILE_PIXELS; + float dist = Vec2.Dist(a, b); + int steps = Math.Max(2, (int)MathF.Ceiling(dist / (px * 0.5f))); + for (int i = 0; i <= steps; i++) + { + float t = (float)i / steps; + float wx = a.X + (b.X - a.X) * t; + float wy = a.Y + (b.Y - a.Y) * t; + int tx = (int)(wx / px); + int ty = (int)(wy / px); + if ((uint)tx >= C.WORLD_WIDTH_TILES || (uint)ty >= C.WORLD_HEIGHT_TILES) continue; + if (world.Tiles[tx, ty].Biome == BiomeId.Ocean) return true; + } + return false; + } + + // ── Shared helpers ────────────────────────────────────────────────────── + + private static List<(int polyIdx, bool isStart)> CollectEndpoints(List polylines) + { + var endpoints = new List<(int polyIdx, bool isStart)>(); + for (int i = 0; i < polylines.Count; i++) + { + if (polylines[i].Points.Count < 2) continue; + endpoints.Add((i, true)); + endpoints.Add((i, false)); + } + return endpoints; + } + + private static Vec2 GetEndpoint(List polys, (int polyIdx, bool isStart) ep) + { + var pts = polys[ep.polyIdx].Points; + return ep.isStart ? pts[0] : pts[^1]; + } + + /// + /// Snap a polyline's start or end to the target point, trimming overshoot if needed. + /// + private static void SnapEndpoint(Polyline poly, bool isStart, Vec2 target) + { + var pts = poly.Points; + if (pts.Count < 2) return; + + if (!isStart) + { + int searchStart = Math.Max(0, pts.Count - C.POLYLINE_MAX_TRIM_POINTS); + int bestIdx = pts.Count - 1; + float bestDist = Vec2.DistSq(pts[^1], target); + + for (int i = pts.Count - 2; i >= searchStart; i--) + { + float d = Vec2.DistSq(pts[i], target); + if (d < bestDist) { bestDist = d; bestIdx = i; } + } + + // Trim overshoot (only if at least 2 points remain) + if (bestIdx < pts.Count - 1 && bestIdx >= 1) + pts.RemoveRange(bestIdx + 1, pts.Count - 1 - bestIdx); + + pts[pts.Count - 1] = target; + } + else + { + int searchEnd = Math.Min(C.POLYLINE_MAX_TRIM_POINTS, pts.Count); + int bestIdx = 0; + float bestDist = Vec2.DistSq(pts[0], target); + + for (int i = 1; i < searchEnd; i++) + { + float d = Vec2.DistSq(pts[i], target); + if (d < bestDist) { bestDist = d; bestIdx = i; } + } + + if (bestIdx > 0 && bestIdx < pts.Count - 1) + pts.RemoveRange(0, bestIdx); + + pts[0] = target; + } + } + + /// + /// Returns true if the tangent direction of A at index i is aligned (within + /// ±60° by default) with B's segment at segIdx. Direction-agnostic via |dot| + /// so roads traversed in opposite directions still count as parallel. + /// + private static bool TangentsAligned(List ptsA, int i, List ptsB, int segIdxB, float minAbsCos) + { + // A's tangent at i: central difference where possible, else one-sided + Vec2 tA; + if (i > 0 && i < ptsA.Count - 1) tA = ptsA[i + 1] - ptsA[i - 1]; + else if (i == 0) tA = ptsA[1] - ptsA[0]; + else tA = ptsA[^1] - ptsA[^2]; + if (tA.LengthSquared < 1e-8f) return true; // degenerate — don't block + + // B's tangent at the matched segment + Vec2 tB = ptsB[segIdxB + 1] - ptsB[segIdxB]; + if (tB.LengthSquared < 1e-8f) return true; + + tA = tA.Normalized; + tB = tB.Normalized; + return MathF.Abs(Vec2.Dot(tA, tB)) >= minAbsCos; + } + + private static Vec2 NearestPointOnPolyline(Vec2 query, List pts, out float distSq) + => NearestPointOnPolyline(query, pts, out distSq, out _); + + private static Vec2 NearestPointOnPolyline(Vec2 query, List pts, out float distSq, out int segIdx) + { + Vec2 best = pts[0]; + distSq = Vec2.DistSq(query, pts[0]); + segIdx = 0; + + for (int i = 0; i < pts.Count - 1; i++) + { + var near = NearestPointOnSegment(query, pts[i], pts[i + 1], out float d); + if (d < distSq) { distSq = d; best = near; segIdx = i; } + } + return best; + } + + private static Vec2 NearestPointOnSegment(Vec2 p, Vec2 a, Vec2 b, out float distSq) + { + Vec2 ab = b - a; + float lenSq = ab.LengthSquared; + + if (lenSq < 1e-8f) + { + distSq = Vec2.DistSq(p, a); + return a; + } + + float t = Vec2.Dot(p - a, ab) / lenSq; + t = Math.Clamp(t, 0f, 1f); + Vec2 nearest = a + ab * t; + distSq = Vec2.DistSq(p, nearest); + return nearest; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/RailNetworkGenStage.cs b/Theriapolis.Core/World/Generation/Stages/RailNetworkGenStage.cs new file mode 100644 index 0000000..de49789 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/RailNetworkGenStage.cs @@ -0,0 +1,357 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 16 — RailNetworkGen +/// A* from the capital (Sanctum Fidelis) to each Tier 2 city (except Heartstone). +/// Plus one transcontinental line: easternmost coastal Tier 2/3 to westernmost Tier 2. +/// Addendum A §2 exclusion enforced: rivers are impassable, river-adjacent parallel is INFINITY. +/// T-junctions are emitted as railway wyes: each sub-path endpoint sitting on +/// existing rail forks into two polylines whose visible track extends onto the +/// main line in opposite tangent directions, producing the familiar Y geometry +/// rather than a raw perpendicular corner. +/// +public sealed class RailNetworkGenStage : IWorldGenStage +{ + public string Name => "RailNetworkGen"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + private const FeatureFlags PathPreserveMask = + FeatureFlags.HasRoad | FeatureFlags.HasRiver | FeatureFlags.HasRail | FeatureFlags.IsSettlement; + + // Railway-wye leg dimensions. When a sub-path endpoint sits on pre-existing + // rail (not a settlement), EmitRailSubPath emits two polylines whose visible + // track extends WYE_LEG_LENGTH_PX past the junction tile along ±t of the + // main line. A ghost control point WYE_LEG_GHOST_PX further out biases the + // Catmull-Rom tangent at the leg end toward the main line's direction, + // producing a smooth ~45° merge. Both are 2 tiles — long enough to read as + // a wye, short enough to stay within the junction's local area. + private const float WYE_LEG_LENGTH_PX = 2f * C.WORLD_TILE_PIXELS; + private const float WYE_LEG_GHOST_PX = 2f * C.WORLD_TILE_PIXELS; + + public void Run(WorldGenContext ctx) + { + if (!C.ENABLE_RAIL) + { + ctx.LogMessage("[RailNetworkGen] Rail disabled via C.ENABLE_RAIL — skipping."); + return; + } + + var world = ctx.World; + var pathfinder = new AStarPathfinder(); + + // Find capital + var capital = world.Settlements.FirstOrDefault(s => s.Anchor == NarrativeAnchor.SanctumFidelis); + if (capital == null) + { + ctx.LogMessage("[RailNetworkGen] No capital found — skipping rail."); + return; + } + + int polyId = 0; + + // ── Capital → each Tier 2 city (except Heartstone) ────────────────── + var tier2 = world.Settlements + .Where(s => s.Tier <= 2 && s != capital && s.Anchor != NarrativeAnchor.Heartstone) + .ToList(); + + foreach (var dest in tier2) + { + var costFn = RailCostFn(world); + var path = pathfinder.FindPath(capital.TileX, capital.TileY, dest.TileX, dest.TileY, costFn); + + if (path == null) { ctx.LogMessage($"[RailNetworkGen] No path to {dest.Name}"); continue; } + + PolylineBuilder.SmoothStaircases(world, path, PathPreserveMask, costFn); + PolylineBuilder.LimitTurnAngle(world, path, C.MAX_RAIL_TURN_DEGREES, PathPreserveMask, costFn); + + var segments = PolylineBuilder.SplitByExistingFeature(world, path, FeatureFlags.HasRail); + foreach (var seg in segments) + EmitRailSubPath(world, seg, ref polyId, capital.Id, dest.Id); + dest.HasRailStation = true; + } + + capital.HasRailStation = true; + + // ── Transcontinental line ───────────────────────────────────────────── + var eastPort = world.Settlements + .Where(s => s.Tier <= 3 && !s.IsPoi && + (world.Tiles[Math.Clamp(s.TileX, 0, W-1), Math.Clamp(s.TileY, 0, H-1)].Features + & (FeatureFlags.IsCoast | FeatureFlags.HasRiver)) != 0) + .OrderByDescending(s => s.TileX) + .FirstOrDefault(); + + var westTier2 = world.Settlements + .Where(s => s.Tier == 2 && s.Anchor != NarrativeAnchor.Heartstone) + .OrderBy(s => s.TileX) + .FirstOrDefault(); + + if (eastPort != null && westTier2 != null && eastPort != westTier2) + { + var costFn = RailCostFn(world); + var path = pathfinder.FindPath(eastPort.TileX, eastPort.TileY, westTier2.TileX, westTier2.TileY, costFn); + + if (path != null) + { + PolylineBuilder.SmoothStaircases(world, path, PathPreserveMask, costFn); + PolylineBuilder.LimitTurnAngle(world, path, C.MAX_RAIL_TURN_DEGREES, PathPreserveMask, costFn); + + var segments = PolylineBuilder.SplitByExistingFeature(world, path, FeatureFlags.HasRail); + foreach (var seg in segments) + EmitRailSubPath(world, seg, ref polyId, eastPort.Id, westTier2.Id); + } + } + + // Verify Heartstone is not near rail + var heartstone = world.Settlements.FirstOrDefault(s => s.Anchor == NarrativeAnchor.Heartstone); + if (heartstone != null) + { + ref var ht = ref world.TileAt(heartstone.TileX, heartstone.TileY); + if ((ht.Features & FeatureFlags.HasRail) != 0 || + (ht.Features & FeatureFlags.RailroadAdjacent) != 0) + ctx.LogMessage("[RailNetworkGen] WARNING: Heartstone has rail adjacent — anchor placement issue."); + } + + world.StageHashes["RailNetworkGen"] = world.HashPolylines(); + ctx.LogMessage($"[RailNetworkGen] Generated {world.Rails.Count} rail lines."); + } + + // ── Cost function ───────────────────────────────────────────────────────── + + private static Func RailCostFn(WorldState world) + { + return (fx, fy, tx, ty, entryDir) => + { + if ((uint)tx >= W || (uint)ty >= H) return float.PositiveInfinity; + ref var tile = ref world.TileAt(tx, ty); + + // Ocean tiles are impassable — no rail over water + if (tile.Biome == BiomeId.Ocean) return float.PositiveInfinity; + + // Rails are engineered infrastructure that share tracks — always prefer + // joining existing rail (no settlement halo, unlike roads). + if ((tile.Features & FeatureFlags.HasRail) != 0) return C.EXISTING_RAIL_COST; + + // River tiles: perpendicular crossing allowed at bridge cost; parallel travel blocked + if ((tile.Features & FeatureFlags.HasRiver) != 0) + { + if (tile.RiverFlowDir != Dir.None && Dir.IsParallel(entryDir, tile.RiverFlowDir)) + return float.PositiveInfinity; + return C.RAIL_BRIDGE_COST + 1f + tile.Elevation * 4f; + } + + // River-adjacent: parallel = INFINITY, perpendicular = RAIL_BRIDGE_COST + if ((tile.Features & FeatureFlags.RiverAdjacent) != 0 && tile.RiverFlowDir != Dir.None) + { + if (Dir.IsParallel(entryDir, tile.RiverFlowDir)) + return float.PositiveInfinity; + if (Dir.IsPerpendicular(entryDir, tile.RiverFlowDir)) + return C.RAIL_BRIDGE_COST; + } + + // Base terrain cost (mountains expensive for rail) + float elev = tile.Elevation; + float terrainCost = 1f + elev * 4f; + + // Biome modifiers + terrainCost += tile.Biome switch + { + BiomeId.Wetland or BiomeId.MarshEdge => 5f, + BiomeId.MountainAlpine => 8f, + BiomeId.MountainForested => 4f, + _ => 0f, + }; + + return terrainCost; + }; + } + + // ── Polyline construction ───────────────────────────────────────────────── + + /// + /// Emits one, two, or four polylines for a single sub-path depending on how + /// many endpoints sit on pre-existing rail. A junction endpoint produces a + /// wye: two polylines whose visible track extends in opposite tangent + /// directions onto the main line, giving the familiar railway "Y" instead + /// of a raw T. Non-junction endpoints contribute a single null tangent + /// (one polyline) to the Cartesian product. + /// + private static void EmitRailSubPath( + WorldState world, + List<(int X, int Y)> seg, + ref int polyId, + int fromId, int toId) + { + if (seg.Count < 2) return; + + bool startIsJunction = + (world.Tiles[seg[0].X, seg[0].Y].Features & FeatureFlags.HasRail) != 0 && + (world.Tiles[seg[0].X, seg[0].Y].Features & FeatureFlags.IsSettlement) == 0; + bool endIsJunction = + (world.Tiles[seg[^1].X, seg[^1].Y].Features & FeatureFlags.HasRail) != 0 && + (world.Tiles[seg[^1].X, seg[^1].Y].Features & FeatureFlags.IsSettlement) == 0; + + Vec2? startT = null, endT = null; + if (startIsJunction) + { + var px = PolylineBuilder.TileToWorldPixel(seg[0].X, seg[0].Y); + var t = GetExistingRailTangent(world, px, fromId, toId); + if (t.LengthSquared > 0.1f) startT = t; + } + if (endIsJunction) + { + var px = PolylineBuilder.TileToWorldPixel(seg[^1].X, seg[^1].Y); + var t = GetExistingRailTangent(world, px, fromId, toId); + if (t.LengthSquared > 0.1f) endT = t; + } + + Vec2?[] startDirs = startT.HasValue + ? new Vec2?[] { startT.Value, new Vec2(-startT.Value.X, -startT.Value.Y) } + : new Vec2?[] { null }; + Vec2?[] endDirs = endT.HasValue + ? new Vec2?[] { endT.Value, new Vec2(-endT.Value.X, -endT.Value.Y) } + : new Vec2?[] { null }; + + foreach (var sd in startDirs) + foreach (var ed in endDirs) + { + var poly = BuildRailPolyline(world, seg, polyId++, fromId, toId, sd, ed); + world.Rails.Add(poly); + PolylineBuilder.RasterizeToTileFlags(world, poly, setAdjacency: true); + } + } + + private static Polyline BuildRailPolyline( + WorldState world, + List<(int X, int Y)> path, + int id, int fromId, int toId, + Vec2? startWyeDir, + Vec2? endWyeDir) + { + var poly = new Polyline + { + Type = PolylineType.Rail, + Id = id, + Width = 1.5f, + FromSettlementId = fromId, + ToSettlementId = toId, + }; + + var controlPts = path.Select(p => PolylineBuilder.TileToWorldPixel(p.X, p.Y)).ToList(); + var origStart = controlPts[0]; + var origEnd = controlPts[^1]; + + // Build the branch-body curve from the raw control points with no wye + // ghosts inserted. This is the geometry shared between the two legs of + // a wye. If the ghost control point were inserted here, its ±t + // direction would propagate backward through Catmull-Rom's tangent + // calculation into the segment beyond origStart (since legEnd would + // become p0 for that segment), giving the +t and -t legs different + // paths along the shared body — the "gore" artifact. + var smoothed = PolylineBuilder.CatmullRomSmooth(controlPts); + + // Wye-leg splicing. Each leg-end replaces the main curve's endpoint + // with a short Catmull-Rom curve (legEnd → origStart) computed + // separately. The main curve is preserved verbatim from origStart + // onward, guaranteeing identical branch-body geometry across both + // legs of a wye. + Vec2 effectiveStart = origStart; + Vec2 effectiveEnd = origEnd; + + if (startWyeDir.HasValue && controlPts.Count >= 2) + { + var d = startWyeDir.Value; + var legEnd = origStart + d * WYE_LEG_LENGTH_PX; + var ghost = legEnd + d * WYE_LEG_GHOST_PX; + // Segment 1 of [ghost, legEnd, origStart, controlPts[1]] is the + // legEnd→origStart leg curve; its indices are + // [SPLINE_SUBDIVISIONS .. 2*SPLINE_SUBDIVISIONS] inclusive + // (legEnd, interior×(SUB−1), origStart). + var legSmooth = PolylineBuilder.CatmullRomSmooth( + new List { ghost, legEnd, origStart, controlPts[1] }); + var legSegment = legSmooth.GetRange(C.SPLINE_SUBDIVISIONS, C.SPLINE_SUBDIVISIONS + 1); + smoothed.RemoveAt(0); // drop duplicate origStart + smoothed.InsertRange(0, legSegment); + effectiveStart = legEnd; + } + + if (endWyeDir.HasValue && controlPts.Count >= 2) + { + var d = endWyeDir.Value; + var legEnd = origEnd + d * WYE_LEG_LENGTH_PX; + var ghost = legEnd + d * WYE_LEG_GHOST_PX; + // Mirror: segment 1 of [controlPts[^2], origEnd, legEnd, ghost] + // is the origEnd→legEnd leg curve. + var legSmooth = PolylineBuilder.CatmullRomSmooth( + new List { controlPts[^2], origEnd, legEnd, ghost }); + var legSegment = legSmooth.GetRange(C.SPLINE_SUBDIVISIONS, C.SPLINE_SUBDIVISIONS + 1); + smoothed.RemoveAt(smoothed.Count - 1); // drop duplicate origEnd + smoothed.AddRange(legSegment); + effectiveEnd = legEnd; + } + + // Rail has low meander (engineered). Applied after splicing so leg-end + // pixels get noise perpendicular to the leg tangent rather than branch. + ulong seed = world.WorldSeed ^ C.RNG_RAIL ^ (ulong)id; + PolylineBuilder.ApplyMeanderNoise(smoothed, 1.5f, 0.04f, seed); + + // Pin endpoints exactly so meander drift doesn't misalign with the + // main rail (wye case) or the destination settlement (non-wye case). + smoothed[0] = effectiveStart; + smoothed[^1] = effectiveEnd; + + poly.Points.AddRange(smoothed); + poly.SimplifiedPoints = PolylineBuilder.RDPSimplify(poly.Points); + return poly; + } + + /// + /// Returns the unit tangent of the nearest pre-existing rail polyline at a + /// junction world-pixel position. Rails sharing both (fromId, toId) with the + /// sub-path being built are skipped so sibling sub-paths of the same trip + /// (which also terminate at this junction) don't poison the lookup with + /// their own perpendicular approach direction. Returns a zero vector when + /// no existing rail is within 2 tiles — caller should then skip ghost + /// insertion and fall back to raw endpoint smoothing. + /// + private static Vec2 GetExistingRailTangent( + WorldState world, + Vec2 junction, + int skipFromId, + int skipToId) + { + Polyline? foundRail = null; + int bestIdx = 0; + float bestDistSq = float.MaxValue; + float maxRadiusSq = 4f * C.WORLD_TILE_PIXELS * C.WORLD_TILE_PIXELS; // 2 tiles + + foreach (var rail in world.Rails) + { + if (rail.FromSettlementId == skipFromId && rail.ToSettlementId == skipToId) continue; + var pts = rail.Points; + for (int i = 0; i < pts.Count; i++) + { + float d = Vec2.DistSq(pts[i], junction); + if (d < bestDistSq) { bestDistSq = d; foundRail = rail; bestIdx = i; } + } + } + + if (foundRail == null || foundRail.Points.Count < 2) return new Vec2(0, 0); + if (bestDistSq > maxRadiusSq) return new Vec2(0, 0); + + var fp = foundRail.Points; + Vec2 tangent; + if (bestIdx == 0) + tangent = fp[1] - fp[0]; + else if (bestIdx == fp.Count - 1) + tangent = fp[^1] - fp[^2]; + else + tangent = fp[bestIdx + 1] - fp[bestIdx - 1]; + + return tangent.Normalized; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/RiverMeanderGenStage.cs b/Theriapolis.Core/World/Generation/Stages/RiverMeanderGenStage.cs new file mode 100644 index 0000000..5abd6bb --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/RiverMeanderGenStage.cs @@ -0,0 +1,102 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 11 — RiverMeanderGen +/// Adds oxbow lakes and width variation to rivers generated by HydrologyGenStage. +/// +public sealed class RiverMeanderGenStage : IWorldGenStage +{ + public string Name => "RiverMeanderGen"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = SeededRng.ForSubsystem(world.WorldSeed, C.RNG_MEANDER); + + int oxbows = 0; + foreach (var poly in world.Rivers) + { + // Width variation: wider in wetlands, narrower in mountains + AdjustWidth(world, poly); + + // Oxbow generation for major rivers crossing flat terrain + if (poly.RiverClassification >= RiverClass.River) + oxbows += TryGenerateOxbows(world, poly, rng); + } + + // Re-derive tile flags (widths may have changed) + // No re-rasterize needed here — oxbows are just visual edits + + ctx.LogMessage($"[RiverMeanderGen] Generated {oxbows} oxbow lakes."); + ctx.World.StageHashes["RiverMeanderGen"] = world.HashPolylines(); + } + + private static void AdjustWidth(WorldState world, Polyline poly) + { + if (poly.Points.Count < 2) return; + + // Sample biome at midpoint of polyline + var mid = poly.Points[poly.Points.Count / 2]; + int tx = (int)(mid.X / C.WORLD_TILE_PIXELS); + int ty = (int)(mid.Y / C.WORLD_TILE_PIXELS); + tx = Math.Clamp(tx, 0, W - 1); + ty = Math.Clamp(ty, 0, H - 1); + + var biome = world.Tiles[tx, ty].Biome; + if (biome is BiomeId.Wetland or BiomeId.MarshEdge) + poly.Width *= 1.5f; + else if (biome is BiomeId.MountainAlpine or BiomeId.MountainForested) + poly.Width *= 0.7f; + + poly.Width = Math.Clamp(poly.Width, 0.5f, 5f); + } + + private static int TryGenerateOxbows(WorldState world, Polyline poly, SeededRng rng) + { + if (poly.Points.Count < 20) return 0; + + int created = 0; + float oxbowProb = 0.04f; + + // Scan for meander loops: points that come close to each other. + // Start inner j at i+20 (≈5 tiles) to skip zigzag artifacts from grid-aligned flow. + for (int i = 5; i < poly.Points.Count - 10; i += 10) + { + for (int j = i + 20; j < Math.Min(i + 50, poly.Points.Count); j++) + { + float dsq = Vec2.DistSq(poly.Points[i], poly.Points[j]); + if (dsq > 9f * C.WORLD_TILE_PIXELS * C.WORLD_TILE_PIXELS) continue; + + // Check average elevation in the loop area — must be flat + int midTx = (int)(poly.Points[(i + j) / 2].X / C.WORLD_TILE_PIXELS); + int midTy = (int)(poly.Points[(i + j) / 2].Y / C.WORLD_TILE_PIXELS); + midTx = Math.Clamp(midTx, 0, W - 1); + midTy = Math.Clamp(midTy, 0, H - 1); + + if (world.Tiles[midTx, midTy].Elevation > 0.45f) break; + if (!rng.NextBool(oxbowProb)) break; + + // Mark a few tiles in the loop area as water (oxbow lake) + for (int k = i; k <= j; k++) + { + int ox = (int)(poly.Points[k].X / C.WORLD_TILE_PIXELS); + int oy = (int)(poly.Points[k].Y / C.WORLD_TILE_PIXELS); + if ((uint)ox < W && (uint)oy < H && world.Tiles[ox, oy].Biome != BiomeId.Ocean) + { + world.TileAt(ox, oy).Features |= FeatureFlags.HasRiver; + } + } + created++; + break; // only one oxbow per pass + } + } + + return created; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/RoadNetworkGenStage.cs b/Theriapolis.Core/World/Generation/Stages/RoadNetworkGenStage.cs new file mode 100644 index 0000000..f64e7d6 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/RoadNetworkGenStage.cs @@ -0,0 +1,733 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 17 — RoadNetworkGen +/// Minimum Spanning Tree of Tier 1–3 settlements + 30% shortcuts, routed via A* with +/// full Addendum A §2 exclusion (rivers and rail both excluded). +/// Tier 4 settlements get a footpath/dirt road to the nearest Tier 3+ neighbor. +/// +public sealed class RoadNetworkGenStage : IWorldGenStage +{ + public string Name => "RoadNetworkGen"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + // Tiles SmoothStaircases must not reroute through or off of: existing + // infrastructure, river crossings (bridge tiles), and settlement footprints. + private const FeatureFlags PathPreserveMask = + FeatureFlags.HasRoad | FeatureFlags.HasRiver | FeatureFlags.HasRail | FeatureFlags.IsSettlement; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = ctx.Rngs["road"]; + + var nodes = world.Settlements + .Where(s => s.Tier <= 3 && !s.IsPoi) + .ToList(); + + if (nodes.Count < 2) + { + ctx.LogMessage("[RoadNetworkGen] Not enough settlements for road network."); + return; + } + + // ── Build MST edges via Kruskal (Euclidean edge weights) ───────────── + var mstEdges = KruskalMST(nodes); + + // ── Add shortcut edges ──────────────────────────────────────────────── + int shortcutCount = (int)Math.Ceiling(mstEdges.Count * C.ROAD_SHORTCUT_FRACTION); + var allEdges = AllEdges(nodes); + allEdges = allEdges + .Where(e => !mstEdges.Any(m => (m.a == e.a && m.b == e.b) || (m.a == e.b && m.b == e.a))) + .OrderBy(e => e.weight) + .Take(shortcutCount) + .ToList(); + + var routeEdges = mstEdges.Concat(allEdges).ToList(); + + // ── Route each edge with A* ─────────────────────────────────────────── + var pathfinder = new AStarPathfinder(); + int polyId = 0; + + foreach (var edge in routeEdges) + { + var a = nodes[edge.a]; + var b = nodes[edge.b]; + + var costFn = RoadCostFn(world, a.TileX, a.TileY, b.TileX, b.TileY); + var path = pathfinder.FindPath(a.TileX, a.TileY, b.TileX, b.TileY, costFn); + + if (path == null || path.Count < 2) continue; + + PolylineBuilder.SmoothStaircases(world, path, PathPreserveMask, costFn); + + var segments = PolylineBuilder.SplitByExistingFeature(world, path, FeatureFlags.HasRoad); + + // Ensure the first segment reaches the 'from' settlement and + // the last segment reaches the 'to' settlement. + EnsureEndpointSegment(world, segments, path, 0, a.TileX, a.TileY); + EnsureEndpointSegment(world, segments, path, path.Count - 1, b.TileX, b.TileY); + + foreach (var seg in segments) + { + var poly = BuildRoadPolyline(world, seg, polyId++, a, b); + world.Roads.Add(poly); + PolylineBuilder.RasterizeToTileFlags(world, poly, setAdjacency: false); + } + } + + // ── Tier 4 connections ──────────────────────────────────────────────── + // Footpaths split by existing road so they don't parallel Tier 1-3 roads. + // The village end gets a stub; the network end just joins at the junction. + var tier4 = world.Settlements.Where(s => s.Tier == 4 && !s.IsPoi).ToList(); + foreach (var s4 in tier4) + { + var nearest = nodes + .OrderBy(n => Dist(s4.TileX, s4.TileY, n.TileX, n.TileY)) + .FirstOrDefault(); + if (nearest == null) continue; + + var costFn = RoadCostFnRelaxed(world, s4.TileX, s4.TileY, nearest.TileX, nearest.TileY); + var path = pathfinder.FindPath(s4.TileX, s4.TileY, nearest.TileX, nearest.TileY, costFn); + + if (path == null || path.Count < 2) continue; + + PolylineBuilder.SmoothStaircases(world, path, PathPreserveMask, costFn); + + var segments = PolylineBuilder.SplitByExistingFeature(world, path, FeatureFlags.HasRoad); + EnsureEndpointSegment(world, segments, path, 0, s4.TileX, s4.TileY); + + foreach (var seg in segments) + { + var poly = BuildRoadPolyline(world, seg, polyId++, s4, nearest, forceTier: 4); + world.Roads.Add(poly); + PolylineBuilder.RasterizeToTileFlags(world, poly, setAdjacency: false); + } + } + + // Bridge detection is deferred to PolylineCleanupStage so that bridges + // align with roads after endpoint snapping and interior merging. + + world.StageHashes["RoadNetworkGen"] = world.HashPolylines(); + ctx.LogMessage($"[RoadNetworkGen] Generated {world.Roads.Count} roads."); + } + + // ── Cost functions ──────────────────────────────────────────────────────── + + private static Func RoadCostFn(WorldState world, int sx, int sy, int ex, int ey) + { + return (fx, fy, tx, ty, entryDir) => + { + if ((uint)tx >= W || (uint)ty >= H) return float.PositiveInfinity; + ref var tile = ref world.TileAt(tx, ty); + + // Ocean tiles are impassable — no roads over water + if (tile.Biome == BiomeId.Ocean) return float.PositiveInfinity; + + // Strongly prefer joining an existing road over building a parallel one, + // but NOT within the settlement halo — each route must find its own path + // near endpoints to prevent multiple roads fanning through shared tiles. + if ((tile.Features & FeatureFlags.HasRoad) != 0) + { + int dStart = Math.Max(Math.Abs(tx - sx), Math.Abs(ty - sy)); + int dEnd = Math.Max(Math.Abs(tx - ex), Math.Abs(ty - ey)); + if (dStart > C.SETTLEMENT_HALO_RADIUS && dEnd > C.SETTLEMENT_HALO_RADIUS) + return C.EXISTING_ROAD_COST; + // Within halo: fall through to normal terrain cost + } + + // Settlement tiles are always reachable (they are road endpoints). + // Extend Addendum A §2 to the settlement footprint: disallow parallel + // travel on a rail tile EXCEPT at the actual start/end tile. Without + // this, road and rail both exit a tier-1+ settlement through the + // same rail-bearing footprint tiles for several steps, producing + // visually overlapping smoothed polylines. + if ((tile.Features & FeatureFlags.IsSettlement) != 0) + { + float settleCost = 1f + tile.Elevation * 2f; + bool isEndpointTile = (tx == sx && ty == sy) || (tx == ex && ty == ey); + if (!isEndpointTile + && (tile.Features & FeatureFlags.HasRail) != 0 + && tile.RailDir != Dir.None) + { + if (Dir.IsParallel(entryDir, tile.RailDir)) + return float.PositiveInfinity; + if (Dir.IsPerpendicular(entryDir, tile.RailDir)) + settleCost += C.CROSSING_COST; + } + return settleCost; + } + + // River tiles: perpendicular crossing allowed at bridge cost; parallel travel blocked + if ((tile.Features & FeatureFlags.HasRiver) != 0) + { + if (tile.RiverFlowDir != Dir.None && Dir.IsParallel(entryDir, tile.RiverFlowDir)) + return float.PositiveInfinity; + return C.BRIDGE_COST + 1f + tile.Elevation * 2f; + } + + // Never on a rail tile + if ((tile.Features & FeatureFlags.HasRail) != 0) return float.PositiveInfinity; + + float cost = 0f; + + // River-adjacent exclusion + if ((tile.Features & FeatureFlags.RiverAdjacent) != 0 && tile.RiverFlowDir != Dir.None) + { + if (Dir.IsParallel(entryDir, tile.RiverFlowDir)) return float.PositiveInfinity; + if (Dir.IsPerpendicular(entryDir, tile.RiverFlowDir)) cost += C.BRIDGE_COST; + } + + // Rail-adjacent exclusion + if ((tile.Features & FeatureFlags.RailroadAdjacent) != 0 && tile.RailDir != Dir.None) + { + if (Dir.IsParallel(entryDir, tile.RailDir)) return float.PositiveInfinity; + if (Dir.IsPerpendicular(entryDir, tile.RailDir)) cost += C.CROSSING_COST; + } + + // Setback cost — pushes road away from rivers/rail without prohibiting valleys + int distToFeature = NearestFeatureDist(world, tx, ty); + if (distToFeature > 0 && distToFeature <= C.SETBACK_DISTANCE) + cost += C.SETBACK_COST_SCALE / distToFeature; + + // Base terrain cost + float elev = tile.Elevation; + cost += 1f + elev * 2f; + cost += tile.Biome switch + { + BiomeId.Wetland or BiomeId.MarshEdge => 3f, + BiomeId.MountainAlpine => 6f, + BiomeId.MountainForested => 3f, + _ => 0f, + }; + + return cost; + }; + } + + internal static Func RoadCostFnRelaxed(WorldState world, int sx, int sy, int ex, int ey) + { + // Tier 4 footpaths — relaxed version (allow river crossing with bridge cost, still block rail) + return (fx, fy, tx, ty, entryDir) => + { + if ((uint)tx >= W || (uint)ty >= H) return float.PositiveInfinity; + ref var tile = ref world.TileAt(tx, ty); + if (tile.Biome == BiomeId.Ocean) return float.PositiveInfinity; + + // Strongly prefer joining an existing road, but not within settlement halo + if ((tile.Features & FeatureFlags.HasRoad) != 0) + { + int dStart = Math.Max(Math.Abs(tx - sx), Math.Abs(ty - sy)); + int dEnd = Math.Max(Math.Abs(tx - ex), Math.Abs(ty - ey)); + if (dStart > C.SETTLEMENT_HALO_RADIUS && dEnd > C.SETTLEMENT_HALO_RADIUS) + return C.EXISTING_ROAD_COST; + } + + // Settlement tiles are always reachable (they are road endpoints), + // even when a rail passes through them. Extend Addendum A §2 to the + // settlement footprint: parallel travel on a rail tile is blocked + // except at the actual start/end tile. + if ((tile.Features & FeatureFlags.IsSettlement) != 0) + { + float settleCost = 1f + tile.Elevation * 2f; + bool isEndpointTile = (tx == sx && ty == sy) || (tx == ex && ty == ey); + if (!isEndpointTile + && (tile.Features & FeatureFlags.HasRail) != 0 + && tile.RailDir != Dir.None) + { + if (Dir.IsParallel(entryDir, tile.RailDir)) + return float.PositiveInfinity; + if (Dir.IsPerpendicular(entryDir, tile.RailDir)) + settleCost += C.CROSSING_COST; + } + return settleCost; + } + + if ((tile.Features & FeatureFlags.HasRiver) != 0) + return C.BRIDGE_COST * 0.5f + 1f + tile.Elevation * 2f; + if ((tile.Features & FeatureFlags.HasRail) != 0) return float.PositiveInfinity; + + float cost = 1f + tile.Elevation * 2f; + if ((tile.Features & FeatureFlags.RiverAdjacent) != 0) cost += C.BRIDGE_COST * 0.5f; + return cost; + }; + } + + private static int NearestFeatureDist(WorldState world, int x, int y) + { + for (int r = 1; r <= C.SETBACK_DISTANCE; r++) + { + for (int dy = -r; dy <= r; dy++) + for (int dx = -r; dx <= r; dx++) + { + if (Math.Abs(dx) != r && Math.Abs(dy) != r) continue; + int nx = x + dx, ny = y + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + var f = world.Tiles[nx, ny].Features; + if ((f & (FeatureFlags.HasRiver | FeatureFlags.HasRail)) != 0) return r; + } + } + return 0; + } + + // ── MST via Kruskal ─────────────────────────────────────────────────────── + + private record Edge(int a, int b, float weight); + + private static List KruskalMST(List nodes) + { + var edges = AllEdges(nodes); + edges.Sort((a, b) => a.weight.CompareTo(b.weight)); + + int n = nodes.Count; + var parent = Enumerable.Range(0, n).ToArray(); + int Find(int x) => parent[x] == x ? x : (parent[x] = Find(parent[x])); + bool Union(int a, int b) { a = Find(a); b = Find(b); if (a == b) return false; parent[a] = b; return true; } + + var mst = new List(); + foreach (var e in edges) + { + if (Union(e.a, e.b)) + mst.Add(e); + if (mst.Count == n - 1) break; + } + return mst; + } + + private static List AllEdges(List nodes) + { + var edges = new List(); + for (int i = 0; i < nodes.Count; i++) + for (int j = i + 1; j < nodes.Count; j++) + { + float w = Dist(nodes[i].TileX, nodes[i].TileY, nodes[j].TileX, nodes[j].TileY); + edges.Add(new Edge(i, j, w)); + } + return edges; + } + + /// + /// If no segment starts/ends at the settlement tile, add a short stub segment + /// from the settlement to the nearest existing road tile so the road visually + /// reaches the settlement icon. + /// + private static void EnsureEndpointSegment( + WorldState world, + List> segments, + List<(int X, int Y)> fullPath, + int pathIndex, + int settleX, int settleY) + { + var target = fullPath[pathIndex]; + if (target.X != settleX || target.Y != settleY) return; + + // Check if any segment already includes this tile + foreach (var seg in segments) + { + if (seg[0].X == settleX && seg[0].Y == settleY) return; + if (seg[^1].X == settleX && seg[^1].Y == settleY) return; + } + + // If the entire path runs along existing roads, a stub would parallel them. + if (segments.Count == 0) return; + + // If the adjacent segment's junction-anchor tile already has a road, the + // new path attaches to the existing network at that junction and + // transitively reaches the settlement through it — adding a stub here + // would just duplicate the existing road's first/last tiles. + var junction = pathIndex == 0 ? segments[0][0] : segments[^1][^1]; + if ((world.Tiles[junction.X, junction.Y].Features & FeatureFlags.HasRoad) != 0) + return; + + // Build a short stub from the settlement to the next few tiles + var stub = new List<(int X, int Y)>(); + if (pathIndex == 0) + { + // Grab the first few tiles of the path as a stub + int end = Math.Min(fullPath.Count, 4); + for (int i = 0; i < end; i++) stub.Add(fullPath[i]); + } + else + { + // Grab the last few tiles of the path as a stub + int start = Math.Max(0, fullPath.Count - 4); + for (int i = start; i < fullPath.Count; i++) stub.Add(fullPath[i]); + } + + if (stub.Count >= 2) segments.Add(stub); + } + + private static float Dist(int x1, int y1, int x2, int y2) + => MathF.Sqrt((x1 - x2) * (float)(x1 - x2) + (y1 - y2) * (float)(y1 - y2)); + + // ── Bridge detection ───────────────────────────────────────────────────── + + /// + /// Detect bridges by finding actual geometric intersections between road and + /// river polylines in world-pixel space. Uses a tile-based spatial index on + /// river segments for efficiency. Bridges are deduplicated per tile across + /// all roads so that shared crossings produce a single bridge. + /// + internal static void DetectBridges(WorldState world) + { + int px = C.WORLD_TILE_PIXELS; + + // Build spatial index: tile key → river segment references + var index = new Dictionary>(); + for (int ri = 0; ri < world.Rivers.Count; ri++) + { + var rpts = world.Rivers[ri].Points; + for (int si = 0; si < rpts.Count - 1; si++) + { + int x0 = (int)(rpts[si].X / px), y0 = (int)(rpts[si].Y / px); + int x1 = (int)(rpts[si + 1].X / px), y1 = (int)(rpts[si + 1].Y / px); + AddToIndex(index, x0, y0, ri, si); + if (x1 != x0 || y1 != y0) AddToIndex(index, x1, y1, ri, si); + } + } + + // Global dedup: one bridge per tile across all roads, so roads sharing a + // crossing don't stack duplicate bridge sprites. + var bridgeTiles = new HashSet(); + + foreach (var road in world.Roads) + { + var pts = road.Points; + // A polyline needs at least one segment to intersect a river. + // Short connector stubs created by EnsureSettlementConnectivity + // can still cross rivers and legitimately need bridges. + if (pts.Count < 2) continue; + + // Consider every segment. Global tile dedup (bridgeTiles) already + // prevents duplicate bridges where two roads share a junction + // crossing. Excluding segments near endpoints would miss legitimate + // crossings on roads that start from a settlement and cross a river + // within their first few points. + // + // Scan every tile in the segment's bounding box (plus a 1-tile + // margin), not just the 3×3 neighborhood of pts[i]. A road segment + // spanning several tiles — e.g. after PolylineCleanup merges/trims + // points — can cross a river polyline in a tile that neither + // endpoint's 3×3 neighborhood covers. + for (int i = 0; i < pts.Count - 1; i++) + { + int tx0 = (int)(pts[i].X / px), ty0 = (int)(pts[i].Y / px); + int tx1 = (int)(pts[i + 1].X / px), ty1 = (int)(pts[i + 1].Y / px); + int minTx = Math.Min(tx0, tx1) - 1; + int maxTx = Math.Max(tx0, tx1) + 1; + int minTy = Math.Min(ty0, ty1) - 1; + int maxTy = Math.Max(ty0, ty1) + 1; + + for (int ty = minTy; ty <= maxTy; ty++) + for (int tx = minTx; tx <= maxTx; tx++) + { + long key = TileKey(tx, ty); + if (!index.TryGetValue(key, out var segs)) continue; + + foreach (var (ri, si) in segs) + { + var rpts = world.Rivers[ri].Points; + if (!SegmentsIntersect(pts[i], pts[i + 1], rpts[si], rpts[si + 1], out var crossPt, out var tOnRoad)) + continue; + + // Deduplicate: one bridge per tile + int btx = (int)(crossPt.X / px), bty = (int)(crossPt.Y / px); + if (!bridgeTiles.Add(TileKey(btx, bty))) continue; + + // Walk the actual road polyline in each direction from the + // crossing so the deck endpoints sit ON the road instead of + // overshooting where meander has bent the path. + Vec2 start = WalkAlongPolyline(pts, i, tOnRoad, C.BRIDGE_DECK_HALF_LENGTH, forward: false); + Vec2 end = WalkAlongPolyline(pts, i, tOnRoad, C.BRIDGE_DECK_HALF_LENGTH, forward: true); + world.Bridges.Add(new Bridge(start, end, road.Id)); + } + } + } + } + } + + private static long TileKey(int tx, int ty) => ((long)ty << 32) | (uint)tx; + + private static void AddToIndex(Dictionary> index, int tx, int ty, int ri, int si) + { + long key = TileKey(tx, ty); + if (!index.TryGetValue(key, out var list)) + index[key] = list = new List<(int, int)>(); + list.Add((ri, si)); + } + + private static bool SegmentsIntersect(Vec2 p1, Vec2 p2, Vec2 p3, Vec2 p4, out Vec2 point, out float tOnFirst) + { + Vec2 d1 = p2 - p1; + Vec2 d2 = p4 - p3; + float cross = d1.X * d2.Y - d1.Y * d2.X; + if (MathF.Abs(cross) < 1e-6f) { point = default; tOnFirst = 0f; return false; } + + Vec2 d3 = p3 - p1; + float t = (d3.X * d2.Y - d3.Y * d2.X) / cross; + float u = (d3.X * d1.Y - d3.Y * d1.X) / cross; + + if (t >= 0f && t <= 1f && u >= 0f && u <= 1f) + { + point = p1 + d1 * t; + tOnFirst = t; + return true; + } + point = default; + tOnFirst = 0f; + return false; + } + + /// + /// Walk along a polyline starting from a point inside segment + /// at parameter , travelling world + /// pixels along the actual polyline geometry. Returns the reached point, clamped to + /// the polyline's end if distance exceeds the remaining length. + /// + private static Vec2 WalkAlongPolyline(List pts, int segIdx, float segT, float distance, bool forward) + { + Vec2 current = pts[segIdx] + (pts[segIdx + 1] - pts[segIdx]) * segT; + float remaining = distance; + + if (forward) + { + int i = segIdx + 1; + while (remaining > 0f && i < pts.Count) + { + Vec2 next = pts[i]; + float segLen = Vec2.Dist(current, next); + if (segLen >= remaining) + return current + (next - current).Normalized * remaining; + remaining -= segLen; + current = next; + i++; + } + return current; + } + else + { + int i = segIdx; + while (remaining > 0f && i >= 0) + { + Vec2 prev = pts[i]; + float segLen = Vec2.Dist(current, prev); + if (segLen >= remaining) + return current + (prev - current).Normalized * remaining; + remaining -= segLen; + current = prev; + i--; + } + return current; + } + } + + // ── Polyline construction ───────────────────────────────────────────────── + + private static Polyline BuildRoadPolyline( + WorldState world, + List<(int X, int Y)> path, + int id, + Settlement from, Settlement to, + int forceTier = 0) + { + int effectiveTier = forceTier > 0 ? forceTier : Math.Max(from.Tier, to.Tier); + return BuildRoadPolyline(world, path, id, from.Id, to.Id, effectiveTier); + } + + internal static Polyline BuildRoadPolyline( + WorldState world, + List<(int X, int Y)> path, + int id, + int fromSettlementId, + int toSettlementId, + int tier) + { + RoadType roadType = tier switch + { + 1 => RoadType.Highway, + 2 => RoadType.PostRoad, + 3 => RoadType.DirtRoad, + 4 => RoadType.Footpath, + _ => RoadType.DirtRoad, + }; + + float width = roadType switch + { + RoadType.Highway => 2f, + RoadType.PostRoad => 1.5f, + RoadType.DirtRoad => 1f, + RoadType.Footpath => 0.5f, + _ => 1f, + }; + + var poly = new Polyline + { + Type = PolylineType.Road, + Id = id, + Width = width, + RoadClassification = roadType, + FromSettlementId = fromSettlementId, + ToSettlementId = toSettlementId, + }; + + var controlPts = path.Select(p => PolylineBuilder.TileToWorldPixel(p.X, p.Y)).ToList(); + var startPt = controlPts[0]; + var endPt = controlPts[^1]; + var smoothed = PolylineBuilder.CatmullRomSmooth(controlPts); + + // Roads get moderate meander + ulong seed = world.WorldSeed ^ C.RNG_ROAD ^ (ulong)id; + PolylineBuilder.ApplyMeanderNoise(smoothed, 2.5f, 0.06f, seed); + + // Smoothing + meander can drift road points onto river tiles. + // Push them off unless they are a genuine perpendicular crossing (bridge). + ConstrainAwayFromRivers(world, smoothed); + + // Pin endpoints so roads always reach their targets + smoothed[0] = startPt; + smoothed[^1] = endPt; + + poly.Points.AddRange(smoothed); + poly.SimplifiedPoints = PolylineBuilder.RDPSimplify(poly.Points); + return poly; + } + + /// + /// Push road polyline points off HasRiver tiles when the road is running + /// parallel to the river. Genuine river crossings — runs whose surrounding + /// road segments geometrically intersect a river polyline — are left alone + /// so the bridge-detection pass can place a bridge there. + /// + /// Runs of river-tile points that DON'T cross any river polyline indicate + /// the road is travelling alongside a river (not across it). We handle + /// those as a unit: pick one perpendicular side clear of river tiles, then + /// shift every point in the run together. Per-point independent pushing + /// (an earlier approach) produced zigzags when adjacent points chose + /// opposite sides. + /// + private static void ConstrainAwayFromRivers(WorldState world, List points) + { + int px = C.WORLD_TILE_PIXELS; + int n = points.Count; + + var onRiver = new bool[n]; + for (int i = 0; i < n; i++) + { + int tx = (int)(points[i].X / px); + int ty = (int)(points[i].Y / px); + if ((uint)tx >= W || (uint)ty >= H) continue; + onRiver[i] = (world.TileAt(tx, ty).Features & FeatureFlags.HasRiver) != 0; + } + + int k = 1; + while (k < n - 1) + { + if (!onRiver[k]) { k++; continue; } + + int runStart = k; + int runEnd = k; + while (runEnd + 1 < n - 1 && onRiver[runEnd + 1]) runEnd++; + + // Geometric crossing check: if any road segment bordering or inside + // this run intersects a river polyline, it's a genuine crossing. + // Leave it alone so bridge detection can place a bridge. + if (RunCrossesRiver(world, points, runStart - 1, runEnd + 1)) + { + k = runEnd + 1; + continue; + } + + Vec2 anchorPrev = points[runStart - 1]; + Vec2 anchorNext = points[Math.Min(runEnd + 1, n - 1)]; + Vec2 tangent = anchorNext - anchorPrev; + if (tangent.LengthSquared < 1e-6f) { k = runEnd + 1; continue; } + tangent = tangent.Normalized; + Vec2 perp = tangent.Perp; + + Vec2 chosen = default; + bool resolved = false; + for (float dist = px * 0.5f; dist <= px * 3f; dist += px * 0.5f) + { + if (AllOffRiver(world, points, runStart, runEnd, perp, dist)) + { chosen = perp * dist; resolved = true; break; } + if (AllOffRiver(world, points, runStart, runEnd, perp, -dist)) + { chosen = perp * -dist; resolved = true; break; } + } + + if (resolved) + for (int i = runStart; i <= runEnd; i++) points[i] = points[i] + chosen; + + k = runEnd + 1; + } + } + + private static bool AllOffRiver(WorldState world, List points, int start, int end, Vec2 perp, float dist) + { + int px = C.WORLD_TILE_PIXELS; + for (int i = start; i <= end; i++) + { + Vec2 p = points[i] + perp * dist; + int tx = (int)(p.X / px), ty = (int)(p.Y / px); + if ((uint)tx >= W || (uint)ty >= H) return false; + if ((world.TileAt(tx, ty).Features & FeatureFlags.HasRiver) != 0) return false; + } + return true; + } + + /// + /// True if any road polyline segment in [segStart, segEnd-1] intersects + /// any river polyline segment. Uses a bounding-box prefilter on the road-run + /// region so this stays fast even with long rivers. + /// + private static bool RunCrossesRiver(WorldState world, List points, int segStart, int segEnd) + { + segStart = Math.Max(0, segStart); + segEnd = Math.Min(points.Count - 1, segEnd); + if (segEnd <= segStart) return false; + + float minX = float.MaxValue, minY = float.MaxValue; + float maxX = float.MinValue, maxY = float.MinValue; + for (int i = segStart; i <= segEnd; i++) + { + if (points[i].X < minX) minX = points[i].X; + if (points[i].Y < minY) minY = points[i].Y; + if (points[i].X > maxX) maxX = points[i].X; + if (points[i].Y > maxY) maxY = points[i].Y; + } + float margin = C.WORLD_TILE_PIXELS; + minX -= margin; minY -= margin; maxX += margin; maxY += margin; + + foreach (var river in world.Rivers) + { + var rpts = river.Points; + for (int ri = 0; ri < rpts.Count - 1; ri++) + { + Vec2 a = rpts[ri], b = rpts[ri + 1]; + float sxMin = MathF.Min(a.X, b.X), sxMax = MathF.Max(a.X, b.X); + float syMin = MathF.Min(a.Y, b.Y), syMax = MathF.Max(a.Y, b.Y); + if (sxMax < minX || sxMin > maxX || syMax < minY || syMin > maxY) continue; + + for (int i = segStart; i < segEnd; i++) + if (SegmentsCross(points[i], points[i + 1], a, b)) return true; + } + } + return false; + } + + private static bool SegmentsCross(Vec2 p1, Vec2 p2, Vec2 p3, Vec2 p4) + { + Vec2 d1 = p2 - p1; + Vec2 d2 = p4 - p3; + float cross = d1.X * d2.Y - d1.Y * d2.X; + if (MathF.Abs(cross) < 1e-6f) return false; + Vec2 d3 = p3 - p1; + float t = (d3.X * d2.Y - d3.Y * d2.X) / cross; + float u = (d3.X * d1.Y - d3.Y * d1.X) / cross; + return t >= 0f && t <= 1f && u >= 0f && u <= 1f; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/SeedInitStage.cs b/Theriapolis.Core/World/Generation/Stages/SeedInitStage.cs new file mode 100644 index 0000000..c48bac8 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/SeedInitStage.cs @@ -0,0 +1,42 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 1 — SeedInit +/// Builds the named RNG sub-stream table from the world seed. +/// All downstream stages consume their sub-stream from ctx.Rngs["name"]. +/// +public sealed class SeedInitStage : IWorldGenStage +{ + public string Name => "SeedInit"; + + public void Run(WorldGenContext ctx) + { + ulong seed = ctx.World.WorldSeed; + + ctx.Rngs["terrain"] = SeededRng.ForSubsystem(seed, C.RNG_TERRAIN); + ctx.Rngs["moisture"] = SeededRng.ForSubsystem(seed, C.RNG_MOISTURE); + ctx.Rngs["temp"] = SeededRng.ForSubsystem(seed, C.RNG_TEMP); + ctx.Rngs["border"] = SeededRng.ForSubsystem(seed, C.RNG_BORDER); + ctx.Rngs["coast"] = SeededRng.ForSubsystem(seed, C.RNG_COAST); + ctx.Rngs["hydro"] = SeededRng.ForSubsystem(seed, C.RNG_HYDRO); + ctx.Rngs["settle"] = SeededRng.ForSubsystem(seed, C.RNG_SETTLE); + ctx.Rngs["road"] = SeededRng.ForSubsystem(seed, C.RNG_ROAD); + ctx.Rngs["rail"] = SeededRng.ForSubsystem(seed, C.RNG_RAIL); + ctx.Rngs["faction"] = SeededRng.ForSubsystem(seed, C.RNG_FACTION); + ctx.Rngs["poi"] = SeededRng.ForSubsystem(seed, C.RNG_POI); + ctx.Rngs["weather"] = SeededRng.ForSubsystem(seed, C.RNG_WEATHER); + ctx.Rngs["tactical"] = SeededRng.ForSubsystem(seed, C.RNG_TACTICAL); + ctx.Rngs["lake"] = SeededRng.ForSubsystem(seed, C.RNG_LAKE); + ctx.Rngs["meander"] = SeededRng.ForSubsystem(seed, C.RNG_MEANDER); + ctx.Rngs["habitat"] = SeededRng.ForSubsystem(seed, C.RNG_HABITAT); + ctx.Rngs["anchor"] = SeededRng.ForSubsystem(seed, C.RNG_ANCHOR); + ctx.Rngs["settle_attr"] = SeededRng.ForSubsystem(seed, C.RNG_SETTLE_ATTR); + ctx.Rngs["trade"] = SeededRng.ForSubsystem(seed, C.RNG_TRADE); + ctx.Rngs["encounter"] = SeededRng.ForSubsystem(seed, C.RNG_ENCOUNTER); + + ctx.World.StageHashes["SeedInit"] = seed; + ctx.LogMessage($"[SeedInit] RNG streams initialised. World seed: 0x{seed:X16}"); + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/SettlementAttributesStage.cs b/Theriapolis.Core/World/Generation/Stages/SettlementAttributesStage.cs new file mode 100644 index 0000000..538ff87 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/SettlementAttributesStage.cs @@ -0,0 +1,159 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 15 — SettlementAttributes +/// Assigns procedurally-generated attributes to all placed settlements. +/// Narrative anchors keep their canonical names; others get generated names. +/// +public sealed class SettlementAttributesStage : IWorldGenStage +{ + public string Name => "SettlementAttributes"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + private static readonly int[] TierMinPop = { 0, 1_500_000, 30_000, 2_000, 50, 0 }; + private static readonly int[] TierMaxPop = { 0, 2_500_000, 200_000, 30_000, 2_000, 0 }; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = SeededRng.ForSubsystem(world.WorldSeed, C.RNG_SETTLE_ATTR); + + foreach (var s in world.Settlements) + { + if (s.IsPoi) { AssignPoiAttributes(world, s, rng); continue; } + + var macro = world.MacroCellForTile(world.TileAt(s.TileX, s.TileY)); + + // Name (anchors already named) + if (string.IsNullOrEmpty(s.Name)) + s.Name = NameGenerator.Generate(rng, macro.BiomeType); + + // Economy + s.Economy = DeriveEconomy(world, s, macro, rng); + + // Governance + s.Governance = DeriveGovernance(macro, rng); + + // Population + if (s.Tier >= 1 && s.Tier <= 4) + { + float habBonus = world.Habitability?[s.TileX, s.TileY] ?? 0.5f; + int min = TierMinPop[s.Tier]; + int max = TierMaxPop[s.Tier]; + s.Population = (int)(min + (max - min) * (0.3f + 0.7f * habBonus)); + } + + // Wealth + s.WealthLevel = Math.Clamp( + (world.Habitability?[s.TileX, s.TileY] ?? 0.5f) + rng.NextFloat(-0.1f, 0.1f), + 0f, 1f); + + // Clade ratios (simplified as strings referencing affinities) + s.CladeRatios = macro.CladeAffinities.Length > 0 + ? macro.CladeAffinities + : new[] { "mixed" }; + + // Hybrid percentage + var cov = macro.Covenant?.ToLowerInvariant() ?? ""; + s.HybridPct = (cov is "weak" or "nominal") + ? rng.NextFloat(0.10f, 0.30f) + : rng.NextFloat(0.005f, 0.05f); + + // Scent profile from economy + s.ScentProfile = s.Economy switch + { + SettlementEconomy.Mining => "coal, metal, dust", + SettlementEconomy.Manufacturing => "smoke, timber, oil", + SettlementEconomy.Fishing => "salt, fish, tar", + SettlementEconomy.Trade => "spice, leather, woodsmoke", + SettlementEconomy.Military => "iron, leather, sweat", + _ => "grain, livestock, earth", + }; + + // River adjacency + s.IsOnRiver = IsNearRiver(world, s.TileX, s.TileY); + } + + ctx.LogMessage("[SettlementAttributes] Assigned attributes to all settlements."); + } + + private static SettlementEconomy DeriveEconomy(WorldState world, Settlement s, Data.MacroCell macro, SeededRng rng) + { + // Count surrounding biomes in 10-tile radius + int mountain = 0, forest = 0, grass = 0, coastal = 0; + const int radius = 10; + for (int dy = -radius; dy <= radius; dy++) + for (int dx = -radius; dx <= radius; dx++) + { + int nx = s.TileX + dx, ny = s.TileY + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + var b = world.Tiles[nx, ny].Biome; + if (b is BiomeId.MountainAlpine or BiomeId.MountainForested) mountain++; + if (b is BiomeId.TemperateDeciduous or BiomeId.Boreal or BiomeId.SubtropicalForest) forest++; + if (b is BiomeId.TemperateGrassland or BiomeId.Scrubland) grass++; + if (b is BiomeId.Coastal or BiomeId.Beach or BiomeId.TidalFlat) coastal++; + } + + if (macro.Development?.ToLowerInvariant().Contains("military") == true) + return SettlementEconomy.Military; + if (coastal > 15) + return rng.NextBool() ? SettlementEconomy.Fishing : SettlementEconomy.Trade; + if (mountain > 20) + return SettlementEconomy.Mining; + if (forest > 30) + return SettlementEconomy.Manufacturing; + if (grass > 20) + return SettlementEconomy.Farming; + if ((world.Habitability?[s.TileX, s.TileY] ?? 0f) > 0.7f) + return SettlementEconomy.Trade; + return SettlementEconomy.Farming; + } + + private static SettlementGovernance DeriveGovernance(Data.MacroCell macro, SeededRng rng) + { + var dev = macro.Development?.ToLowerInvariant() ?? ""; + if (dev.Contains("military")) return SettlementGovernance.MilitaryCommandant; + if (dev.Contains("industrial") || dev.Contains("urban")) return rng.NextBool() ? SettlementGovernance.Mayor : SettlementGovernance.Corporate; + + var clades = string.Join(",", macro.CladeAffinities ?? Array.Empty()).ToLowerInvariant(); + if (clades.Contains("canid")) return rng.NextBool() ? SettlementGovernance.Mayor : SettlementGovernance.MilitaryCommandant; + if (clades.Contains("cervid") || clades.Contains("bovid")) return SettlementGovernance.Council; + + var cov = macro.Covenant?.ToLowerInvariant() ?? ""; + if (cov is "nominal" or "weak") return SettlementGovernance.Anarchic; + + return (SettlementGovernance)rng.NextInt(0, 6); + } + + private static bool IsNearRiver(WorldState world, int tx, int ty) + { + for (int dy = -2; dy <= 2; dy++) + for (int dx = -2; dx <= 2; dx++) + { + int nx = tx + dx, ny = ty + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + if ((world.Tiles[nx, ny].Features & FeatureFlags.HasRiver) != 0) return true; + } + return false; + } + + private static void AssignPoiAttributes(WorldState world, Settlement s, SeededRng rng) + { + if (string.IsNullOrEmpty(s.Name)) + { + s.Name = s.PoiType switch + { + PoiType.ImperiumRuin => "Imperium Ruin", + PoiType.AbandonedMine => "Abandoned Mine", + PoiType.CultDen => "Hidden Den", + PoiType.NaturalCave => "Natural Cave", + PoiType.OvergrownSettlement => "Ruins", + _ => "Unknown Site", + }; + } + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/SettlementPlaceStage.cs b/Theriapolis.Core/World/Generation/Stages/SettlementPlaceStage.cs new file mode 100644 index 0000000..f103156 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/SettlementPlaceStage.cs @@ -0,0 +1,213 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 14 — SettlementPlace +/// Places Tier 2–5 settlements (narrative anchors were placed in stage 13). +/// Narrative anchors are pre-placed; this stage fills in the rest. +/// +public sealed class SettlementPlaceStage : IWorldGenStage +{ + public string Name => "SettlementPlace"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + var rng = ctx.Rngs["settle"]; + + // Confine settlements to the main (largest) landmass. Smaller islands + // can't be road-connected across ocean, so a settlement there would + // either be unreachable or force a sea-crossing straight-line stub. + var (componentIds, componentSizes) = LandmassMap.Compute(world); + int mainLandmassId = LandmassMap.LargestComponentId(componentSizes); + + // Sort all land tiles by habitability descending + var landTiles = new List<(float hab, int x, int y)>(W * H / 3); + for (int y = 0; y < H; y += 2) + for (int x = 0; x < W; x += 2) + { + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + if (componentIds[x, y] != mainLandmassId) continue; + float h = world.Habitability?[x, y] ?? 0f; + if (h > 0f) landTiles.Add((h, x, y)); + } + landTiles.Sort((a, b) => b.hab.CompareTo(a.hab)); + + int nextId = world.Settlements.Count + 1; + + // Subtract narrative anchor counts so the TOTAL for each tier hits the target range. + int existingTier2 = world.Settlements.Count(s => s.Tier == 2 && !s.IsPoi); + int existingTier3 = world.Settlements.Count(s => s.Tier == 3 && !s.IsPoi); + int existingTier4 = world.Settlements.Count(s => s.Tier == 4 && !s.IsPoi); + + // ── Tier 2 ──────────────────────────────────────────────────────────── + int tier2Target = rng.NextInt(C.SETTLE_TIER2_MIN, C.SETTLE_TIER2_MAX + 1); + int tier2Count = Math.Max(0, tier2Target - existingTier2); + PlaceTier(world, landTiles, ref nextId, 2, tier2Count, C.SETTLE_MIN_DIST_TIER2, rng, + (x, y, tile) => + (tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) != 0 || + tile.Biome == BiomeId.Coastal); + + // ── Tier 3 ──────────────────────────────────────────────────────────── + int tier3Target = rng.NextInt(C.SETTLE_TIER3_MIN, C.SETTLE_TIER3_MAX + 1); + int tier3Count = Math.Max(0, tier3Target - existingTier3); + PlaceTier(world, landTiles, ref nextId, 3, tier3Count, C.SETTLE_MIN_DIST_TIER3, rng, + (x, y, tile) => IsNearHigherTier(x, y, world.Settlements, 2, 60) || + (tile.Features & (FeatureFlags.HasRiver | FeatureFlags.RiverAdjacent)) != 0); + + // ── Tier 4 ──────────────────────────────────────────────────────────── + int tier4Target = rng.NextInt(C.SETTLE_TIER4_MIN, C.SETTLE_TIER4_MAX + 1); + int tier4Count = Math.Max(0, tier4Target - existingTier4); + PlaceTier(world, landTiles, ref nextId, 4, tier4Count, C.SETTLE_MIN_DIST_TIER4, rng, + (x, y, tile) => true); + + // ── Tier 5 (PoIs) ───────────────────────────────────────────────────── + int tier5Count = rng.NextInt(C.SETTLE_TIER5_MIN, C.SETTLE_TIER5_MAX + 1); + PlacePoIs(world, landTiles, ref nextId, tier5Count, rng); + + world.StageHashes["SettlementPlace"] = world.HashSettlements(); + ctx.LogMessage($"[SettlementPlace] Total settlements: {world.Settlements.Count}"); + } + + private static void PlaceTier( + WorldState world, + List<(float hab, int x, int y)> sortedTiles, + ref int nextId, + int tier, + int target, + int minDist, + SeededRng rng, + Func extraFilter) + { + int placed = 0; + foreach (var (_, x, y) in sortedTiles) + { + if (placed >= target) break; + ref var tile = ref world.TileAt(x, y); + if (tile.Biome == BiomeId.Ocean) continue; + if ((tile.Features & FeatureFlags.IsSettlement) != 0) continue; + if (!extraFilter(x, y, tile)) continue; + if (IsTooClose(x, y, world.Settlements, tier, minDist)) continue; + + var (nx, ny) = NudgeOffRiver(world, x, y); + var s = new Settlement { Id = nextId++, Tier = tier, TileX = nx, TileY = ny }; + world.Settlements.Add(s); + MarkTiles(world, s); + placed++; + } + } + + private static void PlacePoIs( + WorldState world, + List<(float hab, int x, int y)> sortedTiles, + ref int nextId, + int target, + SeededRng rng) + { + int placed = 0; + // PoIs go in LOW habitability cells — reverse the list + for (int i = sortedTiles.Count - 1; i >= 0 && placed < target; i--) + { + var (hab, x, y) = sortedTiles[i]; + if (hab > 0.5f) break; // stop when habitability gets too high + if (world.Tiles[x, y].Biome == BiomeId.Ocean) continue; + if ((world.Tiles[x, y].Features & FeatureFlags.IsSettlement) != 0) continue; + if (IsTooClose(x, y, world.Settlements, 5, C.SETTLE_MIN_DIST_TIER5)) continue; + if (IsNearHigherTier(x, y, world.Settlements, 4, C.POI_MIN_DIST_FROM_SETTLE)) continue; + + var s = new Settlement + { + Id = nextId++, + Tier = 5, + TileX = x, + TileY = y, + IsPoi = true, + PoiType = PickPoiType(world, x, y, rng), + }; + world.Settlements.Add(s); + world.TileAt(x, y).Features |= FeatureFlags.IsPoi; + placed++; + } + } + + private static PoiType PickPoiType(WorldState world, int x, int y, SeededRng rng) + { + var biome = world.Tiles[x, y].Biome; + return biome switch + { + BiomeId.MountainAlpine or BiomeId.MountainForested => rng.NextBool() ? PoiType.AbandonedMine : PoiType.NaturalCave, + BiomeId.TemperateDeciduous or BiomeId.Boreal or BiomeId.ForestEdge => rng.NextBool() ? PoiType.CultDen : PoiType.OvergrownSettlement, + BiomeId.Tundra or BiomeId.Boreal => PoiType.ImperiumRuin, + BiomeId.Wetland or BiomeId.SubtropicalForest or BiomeId.Mangrove => rng.NextBool() ? PoiType.NaturalCave : PoiType.CultDen, + _ => (PoiType)(rng.NextInt(1, 6)), + }; + } + + private static bool IsTooClose(int x, int y, List settlements, int tier, int minDist) + { + foreach (var s in settlements) + { + if (s.Tier > tier) continue; // only compare same or higher tiers + int dx = x - s.TileX, dy = y - s.TileY; + if (dx * dx + dy * dy < minDist * minDist) return true; + } + return false; + } + + private static bool IsNearHigherTier(int x, int y, List settlements, int maxTier, int maxDist) + { + foreach (var s in settlements) + { + if (s.Tier > maxTier) continue; + int dx = x - s.TileX, dy = y - s.TileY; + if (dx * dx + dy * dy < maxDist * maxDist) return true; + } + return false; + } + + /// + /// If the candidate tile sits on a river, nudge to the nearest adjacent tile + /// that is river-adjacent but not itself a river tile. Keeps settlements + /// beside rivers rather than on top of them. + /// + internal static (int x, int y) NudgeOffRiver(WorldState world, int x, int y) + { + ref var tile = ref world.TileAt(x, y); + if ((tile.Features & FeatureFlags.HasRiver) == 0) return (x, y); + + // Scan outward in fixed order (deterministic) at radius 1, then 2 + for (int r = 1; r <= 2; r++) + for (int dy = -r; dy <= r; dy++) + for (int dx = -r; dx <= r; dx++) + { + if (dx == 0 && dy == 0) continue; + if (Math.Abs(dx) != r && Math.Abs(dy) != r) continue; // shell only + int nx = x + dx, ny = y + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + ref var neighbor = ref world.TileAt(nx, ny); + if (neighbor.Biome == BiomeId.Ocean) continue; + if ((neighbor.Features & FeatureFlags.HasRiver) != 0) continue; + if ((neighbor.Features & FeatureFlags.IsSettlement) != 0) continue; + return (nx, ny); + } + + return (x, y); // no valid neighbor found — keep original + } + + private static void MarkTiles(WorldState world, Settlement s) + { + for (int dy = -1; dy <= 1; dy++) + for (int dx = -1; dx <= 1; dx++) + { + int nx = s.TileX + dx, ny = s.TileY + dy; + if ((uint)nx >= W || (uint)ny >= H) continue; + ref var tile = ref world.TileAt(nx, ny); + tile.Features |= FeatureFlags.IsSettlement; + tile.SettlementId = (ushort)Math.Min(s.Id, ushort.MaxValue); + } + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/TemperatureGenStage.cs b/Theriapolis.Core/World/Generation/Stages/TemperatureGenStage.cs new file mode 100644 index 0000000..e11d149 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/TemperatureGenStage.cs @@ -0,0 +1,64 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 5 — TemperatureGen +/// Temperature is primarily latitude-derived (north = cold, south = warm), +/// modified by elevation (higher = colder) and minor noise for local variation. +/// Respects macro-cell temperature modifiers. +/// +public sealed class TemperatureGenStage : IWorldGenStage +{ + public string Name => "TemperatureGen"; + + public void Run(WorldGenContext ctx) + { + ulong seed = ctx.World.WorldSeed ^ C.RNG_TEMP; + var noise = new FastNoiseLite + { + Seed = (int)(seed & 0x7FFFFFFF), + Frequency = 1.5f / C.WORLD_WIDTH_TILES, + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Fractal = FastNoiseLite.FractalType.FBm, + Octaves = 3, + Lacunarity = 2.0f, + Gain = 0.5f, + }; + + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + + Parallel.For(0, H, ty => + { + // Latitude: 0 at north (cold), 1 at south (warm) + float latitude = (float)ty / (H - 1); + + for (int tx = 0; tx < W; tx++) + { + float elev = ctx.World.Tiles[tx, ty].Elevation; + + // Base temperature from latitude (smooth curve — coldest at top) + float baseTemp = latitude * latitude * 0.8f + latitude * 0.2f; + + // Elevation cooling: above sea level, temperature drops ~0.3 per unit elevation + float elevCool = MathF.Max(0f, elev - WorldState.SeaLevel) * 0.45f; + + // Minor local noise + float localNoise = noise.GetNoise((float)tx, (float)ty) * 0.07f; + + float t = baseTemp - elevCool + localNoise; + + // Macro cell modifier — use the warped cell stored on the + // tile so temperature inherits the same organic cell shape. + var cell = ctx.World.MacroCellForTile(ctx.World.Tiles[tx, ty]); + t += cell.TempModifier; + + ctx.World.Tiles[tx, ty].Temperature = Math.Clamp(t, 0f, 1f); + } + }); + + ctx.World.StageHashes["TemperatureGen"] = ctx.World.HashTemperature(); + ctx.LogMessage($"[TemperatureGen] Temperature hash: 0x{ctx.World.StageHashes["TemperatureGen"]:X16}"); + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/TradeRouteGenStage.cs b/Theriapolis.Core/World/Generation/Stages/TradeRouteGenStage.cs new file mode 100644 index 0000000..46127d3 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/TradeRouteGenStage.cs @@ -0,0 +1,99 @@ +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 18 — TradeRouteGen +/// Supply/demand matching overlay. Adjusts WealthLevel on settlements that sit on +/// high-traffic trade paths. No new polylines — uses existing road/rail network. +/// +public sealed class TradeRouteGenStage : IWorldGenStage +{ + public string Name => "TradeRouteGen"; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + + // Build adjacency list from road polylines (settlement endpoints) + var adj = new Dictionary>(); + foreach (var s in world.Settlements.Where(s => !s.IsPoi)) + adj[s.Id] = new List<(int, float)>(); + + foreach (var road in world.Roads) + { + if (road.FromSettlementId < 0 || road.ToSettlementId < 0) continue; + float routeLen = road.Points.Count > 0 ? road.Points.Count * 0.1f : 1f; + if (adj.TryGetValue(road.FromSettlementId, out var la)) la.Add((road.ToSettlementId, routeLen)); + if (adj.TryGetValue(road.ToSettlementId, out var lb)) lb.Add((road.FromSettlementId, routeLen)); + } + foreach (var rail in world.Rails) + { + if (rail.FromSettlementId < 0 || rail.ToSettlementId < 0) continue; + float routeLen = rail.Points.Count > 0 ? rail.Points.Count * 0.05f : 1f; // rail cheaper + if (adj.TryGetValue(rail.FromSettlementId, out var la)) la.Add((rail.ToSettlementId, routeLen)); + if (adj.TryGetValue(rail.ToSettlementId, out var lb)) lb.Add((rail.FromSettlementId, routeLen)); + } + + // Simple trade flow: for each pair of settlements with complementary economies, + // compute trade score and distribute wealth bonus along the path + var settleById = world.Settlements.Where(s => !s.IsPoi).ToDictionary(s => s.Id); + var tradeScore = new Dictionary(); + foreach (var s in settleById.Values) tradeScore[s.Id] = 0f; + + foreach (var producer in settleById.Values) + foreach (var consumer in settleById.Values) + { + if (producer.Id == consumer.Id) continue; + if (producer.Economy == consumer.Economy) continue; // same economy = no trade + + float supply = ProducerStrength(producer); + float demand = ConsumerNeed(consumer, producer.Economy); + if (supply <= 0 || demand <= 0) continue; + + // Approximate transport cost as Euclidean distance (no full Dijkstra for all pairs) + float dist = MathF.Sqrt( + (producer.TileX - consumer.TileX) * (float)(producer.TileX - consumer.TileX) + + (producer.TileY - consumer.TileY) * (float)(producer.TileY - consumer.TileY)); + if (dist > 200) continue; // too far to trade efficiently + + float score = supply * demand / (1f + dist * 0.02f); + tradeScore[producer.Id] += score; + tradeScore[consumer.Id] += score; + } + + // Normalize and apply wealth bonus + float maxScore = tradeScore.Values.DefaultIfEmpty(1f).Max(); + if (maxScore < 1e-6f) return; + + foreach (var s in settleById.Values) + { + float bonus = tradeScore[s.Id] / maxScore * 0.3f; + s.WealthLevel = Math.Clamp(s.WealthLevel + bonus, 0f, 1f); + } + + ctx.LogMessage("[TradeRouteGen] Trade routes computed and wealth adjusted."); + } + + private static float ProducerStrength(Settlement s) => s.Economy switch + { + SettlementEconomy.Farming => 0.8f, + SettlementEconomy.Mining => 0.9f, + SettlementEconomy.Fishing => 0.7f, + SettlementEconomy.Manufacturing=> 1.0f, + SettlementEconomy.Trade => 0.5f, + SettlementEconomy.Military => 0.3f, + _ => 0.5f, + }; + + private static float ConsumerNeed(Settlement consumer, SettlementEconomy producerEcon) + { + // Settlements need what they don't produce + if (consumer.Economy == producerEcon) return 0f; + return consumer.Economy switch + { + SettlementEconomy.Manufacturing => producerEcon is SettlementEconomy.Mining or SettlementEconomy.Farming ? 1.0f : 0.3f, + SettlementEconomy.Military => producerEcon is SettlementEconomy.Farming or SettlementEconomy.Manufacturing ? 0.8f : 0.2f, + SettlementEconomy.Trade => 0.6f, + _ => 0.4f, + }; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/ValidationPassStage.cs b/Theriapolis.Core/World/Generation/Stages/ValidationPassStage.cs new file mode 100644 index 0000000..3782d64 --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/ValidationPassStage.cs @@ -0,0 +1,204 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 22 — ValidationPass +/// Checks all generated data for correctness: +/// 1. Linear feature exclusion (Addendum A §2) — 0 violations required +/// 2. River drainage to water +/// 3. Settlement reachability via roads +/// 4. Narrative anchor constraint re-verification +/// 5. No overlapping settlements +/// Throws on critical failures; logs warnings for soft failures. +/// +public sealed class ValidationPassStage : IWorldGenStage +{ + public string Name => "ValidationPass"; + + private const int W = C.WORLD_WIDTH_TILES; + private const int H = C.WORLD_HEIGHT_TILES; + + public void Run(WorldGenContext ctx) + { + var world = ctx.World; + int violations = 0; + int warnings = 0; + + // ── 1. Linear feature exclusion ─────────────────────────────────────── + violations += CheckLinearExclusion(world, ctx); + + // ── 2. River drainage ──────────────────────────────────────────────── + warnings += CheckRiverDrainage(world, ctx); + + // ── 3. Settlement reachability ──────────────────────────────────────── + warnings += CheckSettlementReachability(world, ctx); + + // ── 4. Narrative anchor constraints ────────────────────────────────── + warnings += CheckNarrativeAnchors(world, ctx); + + // ── 5. No overlapping settlements ───────────────────────────────────── + violations += CheckOverlappingSettlements(world, ctx); + + ctx.World.StageHashes["ValidationPass"] = (ulong)(violations * 1000 + warnings); + ctx.LogMessage($"[ValidationPass] Done. Violations: {violations}, Warnings: {warnings}"); + + if (violations > 0) + ctx.LogMessage($"[ValidationPass] WARNING: {violations} violations detected. See log above."); + } + + private static int CheckLinearExclusion(WorldState world, WorldGenContext ctx) + { + int count = 0; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + ref var tile = ref world.TileAt(x, y); + + // Skip settlement tiles (exempt from exclusion) + if ((tile.Features & FeatureFlags.IsSettlement) != 0) continue; + + bool hasRiver = (tile.Features & FeatureFlags.HasRiver) != 0; + bool hasRail = (tile.Features & FeatureFlags.HasRail) != 0; + bool hasRoad = (tile.Features & FeatureFlags.HasRoad) != 0; + + // More than one linear feature on the same tile + int featureCount = (hasRiver ? 1 : 0) + (hasRail ? 1 : 0) + (hasRoad ? 1 : 0); + if (featureCount < 2) continue; + + // For crossings to be valid, they must be near-perpendicular + if (hasRiver && hasRail && tile.RiverFlowDir != Dir.None && tile.RailDir != Dir.None) + { + if (Dir.IsParallel(tile.RiverFlowDir, tile.RailDir)) + { + ctx.LogMessage($"[ValidationPass] VIOLATION: River+Rail parallel at ({x},{y})"); + count++; + } + } + // Road over river = bridge crossing — NOT a violation (perpendicular crossing is allowed) + if (hasRail && hasRoad && tile.RailDir != Dir.None) + { + ctx.LogMessage($"[ValidationPass] VIOLATION: Rail+Road on same tile at ({x},{y})"); + count++; + } + } + if (count > 0) + ctx.LogMessage($"[ValidationPass] {count} linear exclusion violations."); + return count; + } + + private static int CheckRiverDrainage(WorldState world, WorldGenContext ctx) + { + int warnings = 0; + foreach (var river in world.Rivers) + { + if (river.Points.Count < 2) continue; + var lastPt = river.Points[^1]; + int lx = (int)(lastPt.X / C.WORLD_TILE_PIXELS); + int ly = (int)(lastPt.Y / C.WORLD_TILE_PIXELS); + lx = Math.Clamp(lx, 0, W - 1); + ly = Math.Clamp(ly, 0, H - 1); + + var lastBiome = world.Tiles[lx, ly].Biome; + if (lastBiome != BiomeId.Ocean && lastBiome != BiomeId.Wetland && + (world.Tiles[lx, ly].Features & FeatureFlags.HasRiver) == 0) + { + ctx.LogMessage($"[ValidationPass] WARNING: River {river.Id} endpoint not at water ({lx},{ly} biome={lastBiome})"); + warnings++; + } + } + return warnings; + } + + private static int CheckSettlementReachability(WorldState world, WorldGenContext ctx) + { + var capital = world.Settlements.FirstOrDefault(s => s.Anchor == NarrativeAnchor.SanctumFidelis); + if (capital == null) return 0; + + // BFS from capital via HasRoad tiles + var reachable = new HashSet(); // settlement IDs + var visited = new bool[W, H]; + var queue = new Queue<(int x, int y)>(); + + queue.Enqueue((capital.TileX, capital.TileY)); + visited[capital.TileX, capital.TileY] = true; + reachable.Add(capital.Id); + + (int dx, int dy)[] dirs4 = { (0,-1),(1,0),(0,1),(-1,0) }; + while (queue.Count > 0) + { + var (cx, cy) = queue.Dequeue(); + ref var tile = ref world.TileAt(cx, cy); + + if (tile.SettlementId > 0) + { + int sid = tile.SettlementId; // copy before lambda capture + var s = world.Settlements.FirstOrDefault(s => s.Id == sid); + if (s != null) reachable.Add(s.Id); + } + + if ((tile.Features & FeatureFlags.HasRoad) == 0 && + (tile.Features & FeatureFlags.IsSettlement) == 0) continue; + + foreach (var (ddx, ddy) in dirs4) + { + int nx = cx + ddx, ny = cy + ddy; + if ((uint)nx >= W || (uint)ny >= H || visited[nx, ny]) continue; + var nf = world.Tiles[nx, ny].Features; + if ((nf & (FeatureFlags.HasRoad | FeatureFlags.IsSettlement)) == 0) continue; + visited[nx, ny] = true; + queue.Enqueue((nx, ny)); + } + } + + int warnings = 0; + foreach (var s in world.Settlements.Where(s => s.Tier <= 3 && !s.IsPoi)) + { + if (!reachable.Contains(s.Id)) + { + ctx.LogMessage($"[ValidationPass] WARNING: {s.Name} (Tier {s.Tier}) not reachable via roads."); + warnings++; + } + } + return warnings; + } + + private static int CheckNarrativeAnchors(WorldState world, WorldGenContext ctx) + { + int warnings = 0; + var millhaven = world.Settlements.FirstOrDefault(s => s.Anchor == NarrativeAnchor.Millhaven); + if (millhaven != null && !millhaven.IsOnRiver) + { + ctx.LogMessage("[ValidationPass] WARNING: Millhaven is not near a river."); + warnings++; + } + + var heartstone = world.Settlements.FirstOrDefault(s => s.Anchor == NarrativeAnchor.Heartstone); + if (heartstone != null) + { + var hs = world.TileAt(heartstone.TileX, heartstone.TileY); + if ((hs.Features & (FeatureFlags.HasRail | FeatureFlags.RailroadAdjacent)) != 0) + { + ctx.LogMessage("[ValidationPass] WARNING: Heartstone has rail adjacent."); + warnings++; + } + } + + return warnings; + } + + private static int CheckOverlappingSettlements(WorldState world, WorldGenContext ctx) + { + int violations = 0; + var positions = new HashSet<(int, int)>(); + foreach (var s in world.Settlements) + { + if (!positions.Add((s.TileX, s.TileY))) + { + ctx.LogMessage($"[ValidationPass] VIOLATION: Two settlements at ({s.TileX},{s.TileY})"); + violations++; + } + } + return violations; + } +} diff --git a/Theriapolis.Core/World/Generation/Stages/WaterBodyClampStage.cs b/Theriapolis.Core/World/Generation/Stages/WaterBodyClampStage.cs new file mode 100644 index 0000000..1908fcb --- /dev/null +++ b/Theriapolis.Core/World/Generation/Stages/WaterBodyClampStage.cs @@ -0,0 +1,68 @@ +namespace Theriapolis.Core.World.Generation.Stages; + +/// +/// Stage 8 — WaterBodyClamp +/// Eliminates all interior water bodies (tiles below sea level that are not +/// connected to the map-edge ocean) by raising them just above sea level. +/// Interior lakes are a later-phase feature; in Phase 1 only ocean water exists. +/// +/// Ocean border enforcement is handled earlier in BorderDistortionGenStage +/// (before the wobble pass) so the resulting coastline gets organic treatment. +/// +public sealed class WaterBodyClampStage : IWorldGenStage +{ + public string Name => "WaterBodyClamp"; + + private static readonly (int dx, int dy)[] Dirs = [(-1, 0), (1, 0), (0, -1), (0, 1)]; + + public void Run(WorldGenContext ctx) + { + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + var visited = new bool[W, H]; + var queue = new Queue<(int x, int y)>(); + + // Flood-fill from map-edge water tiles to mark the ocean body. + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + if (tx != 0 && tx != W - 1 && ty != 0 && ty != H - 1) continue; + if (ctx.World.Tiles[tx, ty].Elevation >= WorldState.SeaLevel) continue; + if (visited[tx, ty]) continue; + visited[tx, ty] = true; + queue.Enqueue((tx, ty)); + } + + while (queue.Count > 0) + { + var (cx, cy) = queue.Dequeue(); + foreach (var (dx, dy) in Dirs) + { + int nx = cx + dx, ny = cy + dy; + if ((uint)nx >= (uint)W || (uint)ny >= (uint)H) continue; + if (visited[nx, ny]) continue; + if (ctx.World.Tiles[nx, ny].Elevation >= WorldState.SeaLevel) continue; + visited[nx, ny] = true; + queue.Enqueue((nx, ny)); + } + } + + // Raise all unvisited water tiles above sea level, respecting the + // macro cell's land elevation range so we don't violate constraints. + int tilesRaised = 0; + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + if (visited[tx, ty]) continue; + ref var tile = ref ctx.World.Tiles[tx, ty]; + if (tile.Elevation >= WorldState.SeaLevel) continue; + var cell = ctx.World.MacroGrid![tile.MacroX, tile.MacroY]; + float landFloor = MathF.Max(cell.ElevationFloor, WorldState.SeaLevel); + tile.Elevation = landFloor + 0.02f; + tilesRaised++; + } + + ctx.World.StageHashes["WaterBodyClamp"] = ctx.World.HashElevation(); + ctx.LogMessage($"[WaterBodyClamp] Filled {tilesRaised} interior water tiles"); + } +} diff --git a/Theriapolis.Core/World/Generation/WorldGenContext.cs b/Theriapolis.Core/World/Generation/WorldGenContext.cs new file mode 100644 index 0000000..560b9f4 --- /dev/null +++ b/Theriapolis.Core/World/Generation/WorldGenContext.cs @@ -0,0 +1,37 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Generation; + +/// +/// Accumulating context passed through the world-generation pipeline. +/// Holds the WorldState under construction, per-subsystem RNG streams, and a logger. +/// +public sealed class WorldGenContext +{ + public WorldState World { get; } + + /// Named RNG sub-streams, keyed by the subsystem constant name. + public Dictionary Rngs { get; } = new(); + + /// Directory that holds macro_template.json, biomes.json, etc. + public string DataDirectory { get; init; } = ""; + + /// Called after each stage completes: (stageName, progressFraction 0–1). + public Action? ProgressCallback { get; set; } + + /// Simple diagnostic log sink. + public Action? Log { get; set; } + + public WorldGenContext(ulong seed, string dataDirectory) + { + World = new WorldState { WorldSeed = seed }; + DataDirectory = dataDirectory; + } + + public void ReportProgress(string stageName, float fraction) + => ProgressCallback?.Invoke(stageName, Math.Clamp(fraction, 0f, 1f)); + + public void LogMessage(string msg) + => Log?.Invoke(msg); +} diff --git a/Theriapolis.Core/World/Generation/WorldGenerator.cs b/Theriapolis.Core/World/Generation/WorldGenerator.cs new file mode 100644 index 0000000..39e45f2 --- /dev/null +++ b/Theriapolis.Core/World/Generation/WorldGenerator.cs @@ -0,0 +1,68 @@ +using Theriapolis.Core.World.Generation.Stages; + +namespace Theriapolis.Core.World.Generation; + +/// +/// Runs the ordered world-generation pipeline. +/// Stages 1–8 are implemented for Phase 1. The remaining stubs are placeholders +/// that will be filled in Phase 2 onward. +/// +public static class WorldGenerator +{ + /// Ordered pipeline. Index matches the spec's stage numbering (0-based list). + public static IWorldGenStage[] BuildPipeline() => new IWorldGenStage[] + { + new SeedInitStage(), // 1 + new MacroTemplateLoadStage(), // 2 + new ElevationGenStage(), // 3 + new MoistureGenStage(), // 4 + new TemperatureGenStage(), // 5 + new CoastalFeatureGenStage(), // 6 + new BorderDistortionGenStage(), // 7 + new WaterBodyClampStage(), // 8 + new BiomeAssignStage(), // 9 + new HydrologyGenStage(), // 10 + new RiverMeanderGenStage(), // 11 + new HabitabilityScoreStage(), // 12 + new NarrativeAnchorPlaceStage(), // 13 + new SettlementPlaceStage(), // 14 + new SettlementAttributesStage(), // 15 + new RailNetworkGenStage(), // 16 + new RoadNetworkGenStage(), // 17 + new PolylineCleanupStage(), // 18 + new TradeRouteGenStage(), // 19 + new FactionInfluenceGenStage(), // 20 + new PoIPlacementStage(), // 21 + new EncounterDensityGenStage(), // 22 + new ValidationPassStage(), // 23 + }; + + /// + /// Run all pipeline stages, reporting progress via ctx.ProgressCallback. + /// + public static void RunAll(WorldGenContext ctx) + { + var stages = BuildPipeline(); + for (int i = 0; i < stages.Length; i++) + { + ctx.LogMessage($"[WorldGen] Stage {i + 1}/{stages.Length}: {stages[i].Name}"); + stages[i].Run(ctx); + ctx.ReportProgress(stages[i].Name, (i + 1f) / stages.Length); + } + ctx.LogMessage("[WorldGen] Pipeline complete."); + } + + /// + /// Run only stages 1–N (0-based index), used by tools and tests. + /// + public static void RunThrough(WorldGenContext ctx, int lastStageIndex) + { + var stages = BuildPipeline(); + int limit = Math.Min(lastStageIndex + 1, stages.Length); + for (int i = 0; i < limit; i++) + { + stages[i].Run(ctx); + ctx.ReportProgress(stages[i].Name, (i + 1f) / limit); + } + } +} diff --git a/Theriapolis.Core/World/Polylines/Polyline.cs b/Theriapolis.Core/World/Polylines/Polyline.cs new file mode 100644 index 0000000..0110878 --- /dev/null +++ b/Theriapolis.Core/World/Polylines/Polyline.cs @@ -0,0 +1,33 @@ +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Polylines; + +public enum PolylineType : byte { River, Road, Rail } +public enum RiverClass : byte { Stream, River, MajorRiver } +public enum RoadType : byte { Footpath, DirtRoad, PostRoad, Highway } + +/// +/// A polyline in world-pixel space (0..32768 on each axis). +/// Source of truth for rivers, roads, and rail. Per-tile flags on WorldTile are derived caches. +/// +public sealed class Polyline +{ + public PolylineType Type { get; init; } + public int Id { get; init; } + public List Points { get; } = new(); + public List? SimplifiedPoints { get; set; } + public float Width { get; set; } + + // River-specific + public RiverClass RiverClassification { get; set; } + public int FlowAccumulation { get; set; } + + // Road-specific + public RoadType RoadClassification { get; set; } + + // Infrastructure-specific (source/destination settlement IDs) + public int FromSettlementId { get; set; } = -1; + public int ToSettlementId { get; set; } = -1; + + public bool IsEmpty => Points.Count < 2; +} diff --git a/Theriapolis.Core/World/Polylines/PolylineBuilder.cs b/Theriapolis.Core/World/Polylines/PolylineBuilder.cs new file mode 100644 index 0000000..e25312a --- /dev/null +++ b/Theriapolis.Core/World/Polylines/PolylineBuilder.cs @@ -0,0 +1,442 @@ +using Theriapolis.Core.Util; +using Theriapolis.Core.World; + +namespace Theriapolis.Core.World.Polylines; + +/// +/// Static helpers for building, smoothing, and rasterizing polylines in world-pixel space. +/// +public static class PolylineBuilder +{ + // ── Catmull-Rom spline smoothing ───────────────────────────────────────── + + /// + /// Apply Catmull-Rom spline smoothing to a list of control points. + /// Produces intermediate points per segment. + /// + public static List CatmullRomSmooth(IReadOnlyList points, int subdivisions = C.SPLINE_SUBDIVISIONS) + { + var result = new List(points.Count * subdivisions); + if (points.Count < 2) { result.AddRange(points); return result; } + + for (int i = 0; i < points.Count - 1; i++) + { + var p0 = points[Math.Max(0, i - 1)]; + var p1 = points[i]; + var p2 = points[i + 1]; + var p3 = points[Math.Min(points.Count - 1, i + 2)]; + + for (int s = 0; s < subdivisions; s++) + { + float t = s / (float)subdivisions; + result.Add(CatmullRomPoint(p0, p1, p2, p3, t)); + } + } + result.Add(points[^1]); + return result; + } + + private static Vec2 CatmullRomPoint(Vec2 p0, Vec2 p1, Vec2 p2, Vec2 p3, float t) + { + float t2 = t * t; + float t3 = t2 * t; + float x = 0.5f * ((2f * p1.X) + + (-p0.X + p2.X) * t + + (2f * p0.X - 5f * p1.X + 4f * p2.X - p3.X) * t2 + + (-p0.X + 3f * p1.X - 3f * p2.X + p3.X) * t3); + float y = 0.5f * ((2f * p1.Y) + + (-p0.Y + p2.Y) * t + + (2f * p0.Y - 5f * p1.Y + 4f * p2.Y - p3.Y) * t2 + + (-p0.Y + 3f * p1.Y - 3f * p2.Y + p3.Y) * t3); + return new Vec2(x, y); + } + + // ── Perpendicular meander noise ────────────────────────────────────────── + + /// + /// Apply a perpendicular noise offset to each point along a smoothed polyline. + /// Uses FastNoiseLite for deterministic, seeded noise. + /// + public static void ApplyMeanderNoise( + List points, + float amplitude, + float frequency, + ulong noiseSeed) + { + if (points.Count < 2) return; + + // Build a FastNoiseLite instance seeded for this polyline + var noise = new FastNoiseLite + { + Seed = (int)(noiseSeed & 0x7FFFFFFFu), + Noise = FastNoiseLite.NoiseType.OpenSimplex2, + Frequency = frequency, + }; + + for (int i = 0; i < points.Count; i++) + { + // Perpendicular direction at this point + Vec2 tangent; + if (i == 0) + tangent = (points[1] - points[0]).Normalized; + else if (i == points.Count - 1) + tangent = (points[^1] - points[^2]).Normalized; + else + tangent = (points[i + 1] - points[i - 1]).Normalized; + + Vec2 perp = tangent.Perp; + + // Sample noise at world-pixel position + float offset = noise.GetNoise(points[i].X * 0.01f, points[i].Y * 0.01f) * amplitude; + points[i] = points[i] + perp * offset; + } + } + + // ── Ramer-Douglas-Peucker simplification ───────────────────────────────── + + /// + /// Ramer-Douglas-Peucker polyline simplification for LOD rendering. + /// Returns a simplified point list with perpendicular distance tolerance in world pixels. + /// + public static List RDPSimplify(IReadOnlyList points, float tolerance = C.RDP_TOLERANCE) + { + if (points.Count <= 2) return new List(points); + + var result = new List(); + var stack = new Stack<(int start, int end)>(); + var keep = new bool[points.Count]; + keep[0] = keep[^1] = true; + + stack.Push((0, points.Count - 1)); + while (stack.Count > 0) + { + var (start, end) = stack.Pop(); + float maxDist = 0f; + int maxIndex = start; + + for (int i = start + 1; i < end; i++) + { + float d = PerpendicularDistance(points[i], points[start], points[end]); + if (d > maxDist) { maxDist = d; maxIndex = i; } + } + + if (maxDist > tolerance) + { + keep[maxIndex] = true; + stack.Push((start, maxIndex)); + stack.Push((maxIndex, end)); + } + } + + for (int i = 0; i < points.Count; i++) + if (keep[i]) result.Add(points[i]); + + return result; + } + + private static float PerpendicularDistance(Vec2 pt, Vec2 lineStart, Vec2 lineEnd) + { + Vec2 d = lineEnd - lineStart; + float len = d.Length; + if (len < 1e-6f) return Vec2.Dist(pt, lineStart); + return MathF.Abs(Vec2.Dot(d.Perp, pt - lineStart)) / len; + } + + // ── Tile flag rasterization ────────────────────────────────────────────── + + /// + /// Rasterizes a polyline (in world-pixel space) onto the world tile grid, + /// setting the appropriate FeatureFlags and direction on each touched tile and its neighbors. + /// + public static void RasterizeToTileFlags( + WorldState world, + Polyline polyline, + bool setAdjacency = true) + { + var pts = polyline.Points; + if (pts.Count < 2) return; + + int px = C.WORLD_TILE_PIXELS; + + for (int seg = 0; seg < pts.Count - 1; seg++) + { + int x0 = (int)(pts[seg].X / px); + int y0 = (int)(pts[seg].Y / px); + int x1 = (int)(pts[seg + 1].X / px); + int y1 = (int)(pts[seg + 1].Y / px); + + // Direction of this segment + int ddx = Math.Sign(x1 - x0); + int ddy = Math.Sign(y1 - y0); + byte dir = Dir.FromDelta(ddx == 0 && ddy == 0 ? 0 : ddx, ddy); + + // Bresenham line in tile space + BresenhamLine(x0, y0, x1, y1, (tx, ty) => + { + if ((uint)tx >= C.WORLD_WIDTH_TILES || (uint)ty >= C.WORLD_HEIGHT_TILES) return; + if (world.TileAt(tx, ty).Biome == BiomeId.Ocean) return; + ref var tile = ref world.TileAt(tx, ty); + + switch (polyline.Type) + { + case PolylineType.River: + tile.Features |= FeatureFlags.HasRiver; + if (tile.RiverFlowDir == Dir.None) tile.RiverFlowDir = dir; + break; + case PolylineType.Road: + // Allow HasRoad on river tiles (bridge crossings) so that + // SplitByExistingFeature treats shared crossings as existing road + // and doesn't create redundant short segments. + // Still skip rail tiles (Addendum A §2). + if ((tile.Features & FeatureFlags.HasRail) == 0 || + (tile.Features & FeatureFlags.IsSettlement) != 0) + tile.Features |= FeatureFlags.HasRoad; + break; + case PolylineType.Rail: + // Bridges: don't mark a river tile as also having rail. + // The crossing is implied by the route; co-location would be a violation. + if ((tile.Features & FeatureFlags.HasRiver) == 0 || + (tile.Features & FeatureFlags.IsSettlement) != 0) + { + tile.Features |= FeatureFlags.HasRail; + if (tile.RailDir == Dir.None) tile.RailDir = dir; + } + break; + } + + if (!setAdjacency) return; + + // Mark 8 neighbors as adjacent + for (int ny = ty - 1; ny <= ty + 1; ny++) + for (int nx = tx - 1; nx <= tx + 1; nx++) + { + if (nx == tx && ny == ty) continue; + if ((uint)nx >= C.WORLD_WIDTH_TILES || (uint)ny >= C.WORLD_HEIGHT_TILES) continue; + if (world.TileAt(nx, ny).Biome == BiomeId.Ocean) continue; + ref var neighbor = ref world.TileAt(nx, ny); + + switch (polyline.Type) + { + case PolylineType.River: + neighbor.Features |= FeatureFlags.RiverAdjacent; + if (neighbor.RiverFlowDir == Dir.None) neighbor.RiverFlowDir = dir; + break; + case PolylineType.Rail: + neighbor.Features |= FeatureFlags.RailroadAdjacent; + if (neighbor.RailDir == Dir.None) neighbor.RailDir = dir; + break; + } + } + }); + } + } + + private static void BresenhamLine(int x0, int y0, int x1, int y1, Action visit) + { + int dx = Math.Abs(x1 - x0); + int dy = Math.Abs(y1 - y0); + int sx = x0 < x1 ? 1 : -1; + int sy = y0 < y1 ? 1 : -1; + int err = dx - dy; + + while (true) + { + visit(x0, y0); + if (x0 == x1 && y0 == y1) break; + int e2 = 2 * err; + if (e2 > -dy) { err -= dy; x0 += sx; } + if (e2 < dx) { err += dx; y0 += sy; } + } + } + + // ── Staircase smoothing ─────────────────────────────────────────────────── + + /// + /// Post-processes an A* tile path to reduce staircase artefacts in the + /// final smoothed polyline. A* tiebreaking can produce sequences like + /// SE, E, SE, SE, SE where a cardinal move lands in the middle of + /// runs of diagonal moves — Catmull-Rom smoothing then develops a visible + /// kink. + /// + /// This walks the path looking for (cardinal, diagonal) move pairs and + /// swaps them to (diagonal, cardinal) when the alternative intermediate + /// tile is free of preserve-flag features and remains passable under + /// . Leaves total movement cost unchanged (the + /// two legs just get reordered) so A*'s optimality choice is respected. + /// Bubbling is forward-only, so any remaining cardinals end up at the + /// end of diagonal runs. + /// + public static void SmoothStaircases( + WorldState world, + List<(int X, int Y)> path, + FeatureFlags preserveMask, + Func costFn) + { + if (path.Count < 3) return; + + bool changed = true; + int guard = path.Count; // bound passes to prevent oscillation + while (changed && guard-- > 0) + { + changed = false; + for (int i = 0; i < path.Count - 2; i++) + { + var a = path[i]; + var b = path[i + 1]; + var c = path[i + 2]; + + // Preserve tiles with load-bearing features (existing road/rail/ + // river bridges, settlement footprint). Those are deliberate A* + // choices and junction/endpoint anchors downstream rely on them. + var bFeatures = world.Tiles[b.X, b.Y].Features; + if ((bFeatures & preserveMask) != 0) continue; + + int dx1 = b.X - a.X, dy1 = b.Y - a.Y; + int dx2 = c.X - b.X, dy2 = c.Y - b.Y; + + bool isCard1 = (dx1 == 0) ^ (dy1 == 0); + bool isDiag2 = (dx2 != 0) && (dy2 != 0); + if (!isCard1 || !isDiag2) continue; + + // Alternative intermediate: do the diagonal first, then cardinal. + int nbx = a.X + dx2, nby = a.Y + dy2; + if ((uint)nbx >= C.WORLD_WIDTH_TILES || (uint)nby >= C.WORLD_HEIGHT_TILES) continue; + + // Don't swap into a tile whose features A* would have weighed + // differently — stays equivalent in character to the old b. + if ((world.Tiles[nbx, nby].Features & preserveMask) != 0) continue; + + byte dirToNb = Dir.FromDelta(dx2, dy2); + byte dirToC = Dir.FromDelta(dx1, dy1); + if (float.IsPositiveInfinity(costFn(a.X, a.Y, nbx, nby, dirToNb))) continue; + if (float.IsPositiveInfinity(costFn(nbx, nby, c.X, c.Y, dirToC))) continue; + + path[i + 1] = (nbx, nby); + changed = true; + } + } + } + + // ── Turn-angle limiter ──────────────────────────────────────────────────── + + /// + /// Caps the deflection angle at every internal vertex of an A* tile path. + /// A vertex whose turn (angle between incoming and outgoing edges) exceeds + /// is elided when the shortcut from its + /// predecessor to successor is a single passable A* step under + /// . Vertices carrying any flag in + /// are never removed — those are load-bearing + /// (existing rail/road junctions, river-bridge crossings, settlement footprint), + /// matching the contract used by . + /// + /// Used by rail generation to avoid 90°/135° bends that look unrealistic + /// for heavy rail traffic. The grid produces turns in 45° steps, so a cap + /// of 75° permits 0°/45° turns and forces 90°/135° corners to be smoothed + /// into two consecutive diagonals. + /// + public static void LimitTurnAngle( + WorldState world, + List<(int X, int Y)> path, + float maxTurnDegrees, + FeatureFlags preserveMask, + Func costFn) + { + if (path.Count < 3) return; + float minCosAllowed = MathF.Cos(maxTurnDegrees * MathF.PI / 180f); + + bool changed = true; + int guard = path.Count * 2; + while (changed && guard-- > 0) + { + changed = false; + for (int i = 1; i < path.Count - 1; i++) + { + var a = path[i - 1]; + var b = path[i]; + var c = path[i + 1]; + + float vx1 = b.X - a.X, vy1 = b.Y - a.Y; + float vx2 = c.X - b.X, vy2 = c.Y - b.Y; + float l1 = MathF.Sqrt(vx1 * vx1 + vy1 * vy1); + float l2 = MathF.Sqrt(vx2 * vx2 + vy2 * vy2); + if (l1 < 1e-6f || l2 < 1e-6f) continue; + float cosTurn = (vx1 * vx2 + vy1 * vy2) / (l1 * l2); + if (cosTurn >= minCosAllowed) continue; // already gentle enough + + // Keep load-bearing vertices — junctions, bridges, endpoints. + if ((world.Tiles[b.X, b.Y].Features & preserveMask) != 0) continue; + + // Shortcut a→c must be a single-step move (Chebyshev 1) and + // remain passable. Larger gaps would span multi-tile stretches + // the pathfinder never evaluated. + int dx = c.X - a.X, dy = c.Y - a.Y; + if (dx == 0 && dy == 0) continue; + if (Math.Max(Math.Abs(dx), Math.Abs(dy)) != 1) continue; + byte dir = Dir.FromDelta(Math.Sign(dx), Math.Sign(dy)); + if (float.IsPositiveInfinity(costFn(a.X, a.Y, c.X, c.Y, dir))) continue; + + path.RemoveAt(i); + changed = true; + break; // restart — indices shifted + } + } + } + + // ── Path splitting for shared infrastructure ────────────────────────────── + + /// + /// Splits a tile path into sub-paths covering only "new construction" — runs of tiles + /// that do NOT already have the given feature flag. Each sub-path includes one overlap + /// tile at each junction so the smoothed polyline visually connects to the existing feature. + /// Returns an empty list if the entire path is already covered. + /// + /// + public static List> SplitByExistingFeature( + WorldState world, + List<(int X, int Y)> path, + FeatureFlags feature) + { + var segments = new List>(); + List<(int X, int Y)>? current = null; + + for (int i = 0; i < path.Count; i++) + { + var (x, y) = path[i]; + var tileFeatures = world.Tiles[x, y].Features; + bool exists = (tileFeatures & feature) != 0; + + if (!exists) + { + if (current == null) + { + current = new List<(int X, int Y)>(); + // Include the last "existing" tile as a junction anchor + if (i > 0) current.Add(path[i - 1]); + } + current.Add(path[i]); + } + else if (current != null) + { + // Ending a new-construction run — include this existing tile as endpoint anchor + current.Add(path[i]); + if (current.Count >= 2) segments.Add(current); + current = null; + } + } + + // Trailing new-construction segment (path ends on new tiles) + if (current != null && current.Count >= 2) + segments.Add(current); + + return segments; + } + + // ── Control point from tile coords ─────────────────────────────────────── + + /// Convert world tile coordinate to world-pixel center. + public static Vec2 TileToWorldPixel(int tileX, int tileY) + { + float px = C.WORLD_TILE_PIXELS; + return new Vec2(tileX * px + px * 0.5f, tileY * px + px * 0.5f); + } +} diff --git a/Theriapolis.Core/World/Settlement.cs b/Theriapolis.Core/World/Settlement.cs new file mode 100644 index 0000000..24d2710 --- /dev/null +++ b/Theriapolis.Core/World/Settlement.cs @@ -0,0 +1,72 @@ +namespace Theriapolis.Core.World; + +public enum NarrativeAnchor : byte +{ + Millhaven, Thornfield, FortDustwall, TheTangles, + SanctumFidelis, Heartstone +} + +public enum SettlementEconomy : byte +{ + Farming, Mining, Manufacturing, Trade, Military, Fishing +} + +public enum SettlementGovernance : byte +{ + Council, Mayor, MilitaryCommandant, ClanElder, Corporate, Anarchic +} + +public enum PoiType : byte +{ + None, ImperiumRuin, AbandonedMine, CultDen, NaturalCave, OvergrownSettlement +} + +/// +/// A placed settlement or point of interest on the world map. +/// Tier 1–4 are inhabited settlements; Tier 5 are PoIs (IsPoi == true). +/// +public sealed class Settlement +{ + public int Id { get; init; } + public string Name { get; set; } = ""; + public int Tier { get; init; } + public int TileX { get; init; } + public int TileY { get; init; } + + /// World-pixel X (tile center). + public float WorldPixelX => TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f; + /// World-pixel Y (tile center). + public float WorldPixelY => TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f; + + /// Narrative anchor this settlement fulfills, or null for non-anchors. + public NarrativeAnchor? Anchor { get; init; } + + // ── Generated attributes (set by SettlementAttributesStage) ───────────── + public SettlementEconomy Economy { get; set; } + public SettlementGovernance Governance { get; set; } + public string[] CladeRatios { get; set; } = Array.Empty(); + public float WealthLevel { get; set; } + public int Population { get; set; } + public float HybridPct { get; set; } + public string ScentProfile { get; set; } = ""; + + // ── Derived after infrastructure gen ──────────────────────────────────── + public bool HasRailStation { get; set; } + public bool IsOnRiver { get; set; } + + // ── PoI-specific ───────────────────────────────────────────────────────── + public bool IsPoi { get; init; } + public PoiType PoiType { get; set; } + + // ── Phase 6 M0 — building footprints ──────────────────────────────────── + /// + /// Buildings stamped inside this settlement, derived deterministically + /// from the matched . Populated + /// lazily by on first chunk + /// generation that touches this settlement; identical across reloads. + /// + public List Buildings { get; } = new(); + + /// True once has been resolved. + public bool BuildingsResolved { get; set; } +} diff --git a/Theriapolis.Core/World/Settlements/AnchorRegistry.cs b/Theriapolis.Core/World/Settlements/AnchorRegistry.cs new file mode 100644 index 0000000..b65f880 --- /dev/null +++ b/Theriapolis.Core/World/Settlements/AnchorRegistry.cs @@ -0,0 +1,77 @@ +using Theriapolis.Core.Entities; + +namespace Theriapolis.Core.World.Settlements; + +/// +/// Phase 6 M1 — runtime map between symbolic ids used by quest scripts / +/// dialogue conditions and live world entities. Quest scripts never embed +/// world coordinates; they reference NPCs by role tag and locations by +/// anchor id (per master plan §8.4): +/// +/// +/// anchor:millhaven → the live Settlement +/// role:millhaven.innkeeper → the live NpcActor for that named role +/// +/// +/// Built lazily as chunks stream in: when a settlement's buildings resolve +/// (and any named NPC instantiates), the entry registers here. Phase 6 M2 +/// persists the registry; M1 rebuilds it on every load from the live +/// settlement list and active NpcActors. +/// +public sealed class AnchorRegistry +{ + private readonly Dictionary _anchorToSettlementId = new(StringComparer.OrdinalIgnoreCase); + private readonly Dictionary _roleToNpcId = new(StringComparer.OrdinalIgnoreCase); + + /// Register a settlement under its anchor id (e.g. "anchor:millhaven"). + public void RegisterAnchor(NarrativeAnchor anchor, int settlementId) + { + string key = $"anchor:{anchor.ToString().ToLowerInvariant()}"; + _anchorToSettlementId[key] = settlementId; + } + + /// Register an NpcActor under its named role tag (e.g. "role:millhaven.innkeeper"). + public void RegisterRole(string roleTag, int npcId) + { + if (string.IsNullOrEmpty(roleTag)) return; + if (!roleTag.Contains('.')) return; // generic role; only named (anchor.role) roles register + _roleToNpcId[$"role:{roleTag.ToLowerInvariant()}"] = npcId; + } + + /// Forget the role mapping (called on chunk evict / NPC despawn). + public void UnregisterRole(string roleTag) + { + if (string.IsNullOrEmpty(roleTag)) return; + _roleToNpcId.Remove($"role:{roleTag.ToLowerInvariant()}"); + } + + /// Resolve "anchor:millhaven" → SettlementId (or null when not registered yet). + public int? ResolveAnchor(string id) + { + return _anchorToSettlementId.TryGetValue(id, out int sid) ? sid : null; + } + + /// Resolve "role:millhaven.innkeeper" → NpcId (or null when not loaded / not yet streamed). + public int? ResolveRole(string id) + { + return _roleToNpcId.TryGetValue(id, out int nid) ? nid : null; + } + + /// Bulk re-register every settlement's anchor (e.g. after world load). + public void RegisterAllAnchors(WorldState world) + { + foreach (var s in world.Settlements) + if (s.Anchor is { } a) + RegisterAnchor(a, s.Id); + } + + /// For diagnostics: every (id → entityId) mapping currently held. + public IReadOnlyDictionary AllAnchors => _anchorToSettlementId; + public IReadOnlyDictionary AllRoles => _roleToNpcId; + + public void Clear() + { + _anchorToSettlementId.Clear(); + _roleToNpcId.Clear(); + } +} diff --git a/Theriapolis.Core/World/Settlements/BuildingFootprint.cs b/Theriapolis.Core/World/Settlements/BuildingFootprint.cs new file mode 100644 index 0000000..1b87acc --- /dev/null +++ b/Theriapolis.Core/World/Settlements/BuildingFootprint.cs @@ -0,0 +1,64 @@ +namespace Theriapolis.Core.World.Settlements; + +/// +/// Phase 6 M0 — runtime record of a single stamped building inside a +/// settlement. Created by at chunk-gen time +/// and attached to the parent . +/// +/// Buildings can straddle chunk boundaries; the footprint is in +/// world-pixel (= tactical-tile) coordinates so cross-chunk lookups +/// (e.g. "is the player inside the Millhaven inn?") work without per-chunk +/// reconstruction. +/// +public sealed class BuildingFootprint +{ + /// Unique id within the parent settlement (sequential, 0-based). + public int Id { get; init; } + + /// Building template id (e.g. "inn_small"). + public string TemplateId { get; init; } = ""; + + /// Inclusive minimum X in world-pixel space. + public int MinX { get; init; } + + /// Inclusive minimum Y in world-pixel space. + public int MinY { get; init; } + + /// Inclusive maximum X in world-pixel space. + public int MaxX { get; init; } + + /// Inclusive maximum Y in world-pixel space. + public int MaxY { get; init; } + + /// Door positions in world-pixel space (one entry per door). + public (int X, int Y)[] Doors { get; init; } = Array.Empty<(int, int)>(); + + /// Resident slots: role tag (possibly anchor-prefixed) → spawn position in world-pixel space. + public BuildingResidentSlot[] Residents { get; init; } = Array.Empty(); + + public bool ContainsTile(int worldPxX, int worldPxY) + => worldPxX >= MinX && worldPxX <= MaxX + && worldPxY >= MinY && worldPxY <= MaxY; +} + +/// One resident slot inside a building. +public readonly struct BuildingResidentSlot +{ + /// Role tag — either generic ("innkeeper") or anchor-qualified ("millhaven.innkeeper"). + public readonly string RoleTag; + + /// Spawn point in world-pixel (tactical-tile) coordinates. + public readonly int SpawnX; + public readonly int SpawnY; + + /// Optional category match for procedural residents — passed through from BuildingTemplateDef.Category. + public readonly string Category; + + public BuildingResidentSlot(string roleTag, int spawnX, int spawnY, string category) + { + RoleTag = roleTag; + SpawnX = spawnX; + SpawnY = spawnY; + Category = category; + } +} diff --git a/Theriapolis.Core/World/Settlements/SettlementStamper.cs b/Theriapolis.Core/World/Settlements/SettlementStamper.cs new file mode 100644 index 0000000..2397139 --- /dev/null +++ b/Theriapolis.Core/World/Settlements/SettlementStamper.cs @@ -0,0 +1,465 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Util; + +namespace Theriapolis.Core.World.Settlements; + +/// +/// Phase 6 M0 — drives building stamping for tactical chunks. +/// +/// The original Phase 4 plan promised template-driven building burn-in +/// (theriapolis-rpg-implementation-plan-phase4.md §3.4 step 3) but +/// only a placeholder cobble plaza + outer wall ring shipped. This module +/// catches that up. +/// +/// Two paths: +/// 1. **Content-driven** — when a is +/// available the stamper resolves a +/// for each settlement (preset by anchor, else procedural by tier), +/// materialises buildings on the settlement (lazily, once), and stamps +/// walls/floors/doors/decos for any building intersecting the chunk. +/// Per-resident s are emitted for Phase 6 M1 +/// instantiation. +/// 2. **Fallback** — when content is unavailable (e.g. headless tools, +/// early-stage tests) the stamper writes the original cobble plaza + +/// outer wall ring so the existing Phase 5 visual baseline holds. +/// +/// Determinism: +/// - Building list per settlement is resolved with a SeededRng keyed by +/// worldSeed ^ RNG_BUILDING_LAYOUT ^ settlementId; identical across +/// reloads. +/// - Procedural Tier 2–5 layouts roll templates and offsets from this RNG; +/// preset (Tier 1 / anchor) layouts are entirely data-driven. +/// +public static class SettlementStamper +{ + /// + /// Half-width (in tactical tiles) of the gateway carved through a + /// settlement's wall ring wherever a road passes. Sized to the widest + /// road the world can produce plus 1-tile slop on each side. Mirrors + /// the Phase-4 placeholder constant. + /// + private const int GatewayHaloTiles = 3; + + public static void Stamp( + ulong worldSeed, + TacticalChunk chunk, + WorldState world, + SettlementContent? content) + { + int x0 = chunk.OriginX; + int y0 = chunk.OriginY; + int x1 = x0 + C.TACTICAL_CHUNK_SIZE; + int y1 = y0 + C.TACTICAL_CHUNK_SIZE; + + foreach (var s in world.Settlements) + { + // Cheap chunk-vs-settlement overlap reject — covers both the + // plaza ring (Phase 5 placeholder behaviour) and any building + // footprints we may have stamped on the settlement. + if (!OverlapsChunk(s, content, x0, y0, x1, y1)) continue; + + // Always lay the plaza + ring first; buildings stamp on top. + StampPlazaAndWallRing(chunk, s, x0, y0, x1, y1); + + if (content is not null) + StampBuildings(worldSeed, chunk, s, content, x0, y0, x1, y1); + } + } + + // ── Lazy resolution of per-settlement building list ───────────────── + + /// + /// Build the settlement's list from + /// its matched layout. Idempotent — only runs once per settlement. + /// + public static void EnsureBuildingsResolved(ulong worldSeed, Settlement s, SettlementContent content) + { + if (s.BuildingsResolved) return; + var layout = content.ResolveFor(s); + if (layout is null) + { + s.BuildingsResolved = true; // nothing to stamp — bail with empty list + return; + } + + var rng = SeededRng.ForSubsystem(worldSeed, C.RNG_BUILDING_LAYOUT ^ (ulong)s.Id); + var buildings = layout.Kind == "preset" + ? ResolvePreset(s, layout, content) + : ResolveProcedural(s, layout, content, rng); + + s.Buildings.Clear(); + s.Buildings.AddRange(buildings); + s.BuildingsResolved = true; + } + + private static IEnumerable ResolvePreset( + Settlement s, + SettlementLayoutDef layout, + SettlementContent content) + { + int cxPx = (int)s.WorldPixelX; + int cyPx = (int)s.WorldPixelY; + int next = 0; + + foreach (var p in layout.Buildings) + { + if (!content.Buildings.TryGetValue(p.Template, out var def)) continue; + int ox = p.Offset.Length >= 1 ? p.Offset[0] : 0; + int oy = p.Offset.Length >= 2 ? p.Offset[1] : 0; + + int minX = cxPx + ox - def.FootprintWTiles / 2; + int minY = cyPx + oy - def.FootprintHTiles / 2; + int maxX = minX + def.FootprintWTiles - 1; + int maxY = minY + def.FootprintHTiles - 1; + + yield return BuildFootprint(next++, def, minX, minY, maxX, maxY, p.RoleOverrides); + } + } + + private static IEnumerable ResolveProcedural( + Settlement s, + SettlementLayoutDef layout, + SettlementContent content, + SeededRng rng) + { + // Pull eligible templates. Tier numbering is inverted: Tier 1 is the + // capital (largest), Tier 5 is the hamlet (smallest). "Min tier + // eligible" is the *smallest settlement* where this template fits; + // a magistrate with min_tier_eligible=2 belongs in Tier 1 capitals + // and Tier 2 cities only — so the predicate is s.Tier <= MinTier. + var eligible = content.Buildings.Values + .Where(b => s.Tier <= b.MinTierEligible) + .Where(b => layout.CategoryWeights.ContainsKey(b.Category)) + .OrderBy(b => b.Id, System.StringComparer.Ordinal) // stable order before RNG roll + .ToArray(); + if (eligible.Length == 0) yield break; + + int cxPx = (int)s.WorldPixelX; + int cyPx = (int)s.WorldPixelY; + int plazaR = layout.PlazaRadiusTiles > 0 + ? layout.PlazaRadiusTiles + : DefaultPlazaRadiusTiles(s.Tier); + + // Slot grid: try concentric rings inside the plaza for placement. + var placed = new List<(int minX, int minY, int maxX, int maxY)>(); + int placedCount = 0; + int attempts = 0; + int next = 0; + + while (placedCount < layout.TargetBuildingCount && attempts < layout.TargetBuildingCount * 8) + { + attempts++; + // Weighted roll by category, then template. + string category = WeightedPick(layout.CategoryWeights, rng); + var inCategory = eligible.Where(b => string.Equals(b.Category, category, System.StringComparison.OrdinalIgnoreCase)).ToArray(); + if (inCategory.Length == 0) continue; + var def = WeightedPickByTemplateWeight(inCategory, rng); + + // Pick a candidate offset anywhere inside the plaza, biased toward outer rings to leave a centre. + int rx = rng.NextInt(-plazaR + def.FootprintWTiles / 2 + 2, + plazaR - def.FootprintWTiles / 2 - 1); + int ry = rng.NextInt(-plazaR + def.FootprintHTiles / 2 + 2, + plazaR - def.FootprintHTiles / 2 - 1); + + int minX = cxPx + rx - def.FootprintWTiles / 2; + int minY = cyPx + ry - def.FootprintHTiles / 2; + int maxX = minX + def.FootprintWTiles - 1; + int maxY = minY + def.FootprintHTiles - 1; + + // Reject if it overlaps another placed building (with the gap padding). + bool collide = false; + foreach (var p in placed) + { + if (RectsOverlap( + minX - C.SETTLEMENT_BUILDING_GAP_MIN, minY - C.SETTLEMENT_BUILDING_GAP_MIN, + maxX + C.SETTLEMENT_BUILDING_GAP_MIN, maxY + C.SETTLEMENT_BUILDING_GAP_MIN, + p.minX, p.minY, p.maxX, p.maxY)) + { + collide = true; + break; + } + } + if (collide) continue; + + placed.Add((minX, minY, maxX, maxY)); + placedCount++; + yield return BuildFootprint(next++, def, minX, minY, maxX, maxY, roleOverrides: null); + } + } + + private static BuildingFootprint BuildFootprint( + int id, BuildingTemplateDef def, + int minX, int minY, int maxX, int maxY, + Dictionary? roleOverrides) + { + var doors = new (int X, int Y)[def.Doors.Length]; + for (int i = 0; i < def.Doors.Length; i++) + doors[i] = (minX + def.Doors[i].X, minY + def.Doors[i].Y); + + var residents = new BuildingResidentSlot[def.Roles.Length]; + for (int i = 0; i < def.Roles.Length; i++) + { + var r = def.Roles[i]; + string role = r.Tag; + if (roleOverrides is not null && roleOverrides.TryGetValue(r.Tag, out var named)) + role = named; + residents[i] = new BuildingResidentSlot( + role, + minX + r.SpawnAt[0], + minY + r.SpawnAt[1], + def.Category); + } + + return new BuildingFootprint + { + Id = id, + TemplateId = def.Id, + MinX = minX, + MinY = minY, + MaxX = maxX, + MaxY = maxY, + Doors = doors, + Residents = residents, + }; + } + + // ── Tile stamping ──────────────────────────────────────────────────── + + private static void StampPlazaAndWallRing( + TacticalChunk chunk, Settlement s, + int x0, int y0, int x1, int y1) + { + // Replicates the original Phase 5 placeholder behaviour. Buildings + // (if any) stamp on top. + int tilesRadius = s.Tier switch { 1 => 2, <= 4 => 1, _ => 0 }; + int cxw = s.TileX, cyw = s.TileY; + int minWX = Math.Max(0, cxw - tilesRadius); + int minWY = Math.Max(0, cyw - tilesRadius); + int maxWX = Math.Min(C.WORLD_WIDTH_TILES - 1, cxw + tilesRadius); + int maxWY = Math.Min(C.WORLD_HEIGHT_TILES - 1, cyw + tilesRadius); + + int fx0 = minWX * C.TACTICAL_PER_WORLD_TILE; + int fy0 = minWY * C.TACTICAL_PER_WORLD_TILE; + int fx1 = (maxWX + 1) * C.TACTICAL_PER_WORLD_TILE; + int fy1 = (maxWY + 1) * C.TACTICAL_PER_WORLD_TILE; + + int sx = Math.Max(x0, fx0); + int sy = Math.Max(y0, fy0); + int ex = Math.Min(x1, fx1); + int ey = Math.Min(y1, fy1); + if (sx >= ex || sy >= ey) return; + + int cxPx = (int)s.WorldPixelX; + int cyPx = (int)s.WorldPixelY; + int plazaR = s.Tier switch { 1 => 24, 2 => 18, 3 => 14, 4 => 10, _ => 6 }; + int wallR = plazaR + 2; + + for (int ty = sy; ty < ey; ty++) + for (int tx = sx; tx < ex; tx++) + { + int dx = tx - cxPx; + int dy = ty - cyPx; + int dist = Math.Max(Math.Abs(dx), Math.Abs(dy)); + int lx = tx - chunk.OriginX; + int ly = ty - chunk.OriginY; + ref var dst = ref chunk.Tiles[lx, ly]; + + if (dist <= plazaR) + { + if ((dst.Flags & (byte)TacticalFlags.River) == 0) + dst.Surface = TacticalSurface.Cobble; + dst.Flags |= (byte)TacticalFlags.Settlement; + dst.Deco = TacticalDeco.None; + } + else if (dist == wallR && !s.IsPoi) + { + if ((dst.Flags & (byte)TacticalFlags.River) == 0 && + !HasRoadInHalo(chunk, lx, ly, GatewayHaloTiles)) + { + dst.Surface = TacticalSurface.Wall; + dst.Flags |= (byte)TacticalFlags.Settlement | (byte)TacticalFlags.Impassable; + dst.Deco = TacticalDeco.None; + } + } + } + } + + private static void StampBuildings( + ulong worldSeed, + TacticalChunk chunk, + Settlement s, + SettlementContent content, + int x0, int y0, int x1, int y1) + { + EnsureBuildingsResolved(worldSeed, s, content); + + foreach (var b in s.Buildings) + { + // Quick AABB intersect with this chunk's tactical window. + if (b.MaxX < x0 || b.MinX >= x1 || b.MaxY < y0 || b.MinY >= y1) continue; + + int sx = Math.Max(x0, b.MinX); + int sy = Math.Max(y0, b.MinY); + int ex = Math.Min(x1, b.MaxX + 1); + int ey = Math.Min(y1, b.MaxY + 1); + if (sx >= ex || sy >= ey) continue; + + for (int ty = sy; ty < ey; ty++) + for (int tx = sx; tx < ex; tx++) + { + int lx = tx - chunk.OriginX; + int ly = ty - chunk.OriginY; + ref var dst = ref chunk.Tiles[lx, ly]; + + bool perimeter = (tx == b.MinX || tx == b.MaxX || ty == b.MinY || ty == b.MaxY); + if (perimeter) + { + dst.Surface = TacticalSurface.Wall; + // Walls block but doorways don't — we patch doors next. + dst.Flags |= (byte)(TacticalFlags.Settlement | TacticalFlags.Building | TacticalFlags.Impassable); + dst.Deco = TacticalDeco.None; + } + else + { + dst.Surface = TacticalSurface.Floor; + dst.Flags |= (byte)(TacticalFlags.Settlement | TacticalFlags.Building); + // Clear Impassable for floors (a wall may have been stamped previously). + dst.Flags &= unchecked((byte)~(byte)TacticalFlags.Impassable); + dst.Deco = TacticalDeco.None; + } + } + + // Doors override perimeter walls so the building is enterable. + foreach (var (dx, dy) in b.Doors) + { + if (dx < x0 || dx >= x1 || dy < y0 || dy >= y1) continue; + int lx = dx - chunk.OriginX; + int ly = dy - chunk.OriginY; + ref var dst = ref chunk.Tiles[lx, ly]; + dst.Surface = TacticalSurface.Floor; + dst.Deco = TacticalDeco.Door; + dst.Flags |= (byte)(TacticalFlags.Settlement | TacticalFlags.Building | TacticalFlags.Doorway); + dst.Flags &= unchecked((byte)~(byte)TacticalFlags.Impassable); + } + + // Interior decos. + if (content.Buildings.TryGetValue(b.TemplateId, out var def)) + { + foreach (var deco in def.Decos) + { + int dx = b.MinX + deco.X; + int dy = b.MinY + deco.Y; + if (dx < x0 || dx >= x1 || dy < y0 || dy >= y1) continue; + int lx = dx - chunk.OriginX; + int ly = dy - chunk.OriginY; + ref var dst = ref chunk.Tiles[lx, ly]; + dst.Deco = ParseDeco(deco.Deco); + } + } + + // Resident spawn records. + foreach (var r in b.Residents) + { + if (r.SpawnX < x0 || r.SpawnX >= x1 || r.SpawnY < y0 || r.SpawnY >= y1) continue; + int lx = r.SpawnX - chunk.OriginX; + int ly = r.SpawnY - chunk.OriginY; + chunk.Spawns.Add(new TacticalSpawn(SpawnKind.Resident, lx, ly)); + } + } + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private static bool OverlapsChunk(Settlement s, SettlementContent? content, int x0, int y0, int x1, int y1) + { + // If buildings have already been resolved on this settlement, use + // their union AABB; otherwise fall back to the plaza+wall radius + // we'd stamp anyway. + int cxPx = (int)s.WorldPixelX; + int cyPx = (int)s.WorldPixelY; + int plazaR = s.Tier switch { 1 => 28, 2 => 22, 3 => 18, 4 => 14, _ => 10 }; + int extentMinX = cxPx - plazaR, extentMinY = cyPx - plazaR; + int extentMaxX = cxPx + plazaR, extentMaxY = cyPx + plazaR; + + if (s.BuildingsResolved && s.Buildings.Count > 0) + { + foreach (var b in s.Buildings) + { + extentMinX = Math.Min(extentMinX, b.MinX); + extentMinY = Math.Min(extentMinY, b.MinY); + extentMaxX = Math.Max(extentMaxX, b.MaxX); + extentMaxY = Math.Max(extentMaxY, b.MaxY); + } + } + return !(extentMaxX < x0 || extentMinX >= x1 || extentMaxY < y0 || extentMinY >= y1); + } + + private static bool HasRoadInHalo(TacticalChunk chunk, int lx, int ly, int halo) + { + const byte ROAD = (byte)TacticalFlags.Road; + int sx = Math.Max(0, lx - halo); + int sy = Math.Max(0, ly - halo); + int ex = Math.Min(C.TACTICAL_CHUNK_SIZE - 1, lx + halo); + int ey = Math.Min(C.TACTICAL_CHUNK_SIZE - 1, ly + halo); + for (int qy = sy; qy <= ey; qy++) + for (int qx = sx; qx <= ex; qx++) + if ((chunk.Tiles[qx, qy].Flags & ROAD) != 0) return true; + return false; + } + + private static bool RectsOverlap(int aMinX, int aMinY, int aMaxX, int aMaxY, + int bMinX, int bMinY, int bMaxX, int bMaxY) + => !(aMaxX < bMinX || bMaxX < aMinX || aMaxY < bMinY || bMaxY < aMinY); + + private static int DefaultPlazaRadiusTiles(int tier) => tier switch + { + 1 => 24, + 2 => 18, + 3 => 14, + 4 => 10, + _ => 6, + }; + + private static TacticalDeco ParseDeco(string raw) => raw.ToLowerInvariant() switch + { + "counter" => TacticalDeco.Counter, + "bed" => TacticalDeco.Bed, + "hearth" => TacticalDeco.Hearth, + "sign" => TacticalDeco.Sign, + _ => TacticalDeco.None, + }; + + private static string WeightedPick(IReadOnlyDictionary weights, SeededRng rng) + { + // Stable order — keys sorted ascending — so identical seeds always + // pick identically regardless of dictionary insertion order. + var keys = weights.Keys.OrderBy(k => k, System.StringComparer.Ordinal).ToArray(); + float total = 0f; + foreach (var k in keys) total += System.Math.Max(0f, weights[k]); + if (total <= 0f) return keys[0]; + float roll = rng.NextFloat() * total; + float acc = 0f; + foreach (var k in keys) + { + acc += System.Math.Max(0f, weights[k]); + if (roll <= acc) return k; + } + return keys[^1]; + } + + private static BuildingTemplateDef WeightedPickByTemplateWeight(BuildingTemplateDef[] templates, SeededRng rng) + { + float total = 0f; + foreach (var t in templates) total += System.Math.Max(0f, t.Weight); + if (total <= 0f) return templates[0]; + float roll = rng.NextFloat() * total; + float acc = 0f; + foreach (var t in templates) + { + acc += System.Math.Max(0f, t.Weight); + if (roll <= acc) return t; + } + return templates[^1]; + } +} diff --git a/Theriapolis.Core/World/WorldState.cs b/Theriapolis.Core/World/WorldState.cs new file mode 100644 index 0000000..22e9d68 --- /dev/null +++ b/Theriapolis.Core/World/WorldState.cs @@ -0,0 +1,164 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Core.World; + +/// +/// The runtime world model. Holds all canonical simulation data for the generated continent. +/// Arrays are indexed [x, y] with (0,0) at the top-left (north-west). +/// +public sealed class WorldState +{ + public ulong WorldSeed { get; init; } + + // ── Canonical arrays ───────────────────────────────────────────────────── + public WorldTile[,] Tiles { get; } = new WorldTile[C.WORLD_WIDTH_TILES, C.WORLD_HEIGHT_TILES]; + + // Convenience accessors into the tile array (avoid struct copies in hot paths) + public ref WorldTile TileAt(int x, int y) => ref Tiles[x, y]; + + // ── Macro grid ──────────────────────────────────────────────────────────── + public MacroCell[,]? MacroGrid { get; set; } + + // ── Content defs (loaded from JSON, not generated) ──────────────────────── + public BiomeDef[]? BiomeDefs { get; set; } + public FactionDef[]? FactionDefs { get; set; } + + // ── Phase 2+3: Polylines (source of truth for linear features) ──────────── + public List Rivers { get; } = new(); + public List Roads { get; } = new(); + public List Rails { get; } = new(); + + // ── Phase 2+3: Settlements ─────────────────────────────────────────────── + public List Settlements { get; } = new(); + + // ── Phase 2+3: Bridges (road/rail crossings over rivers) ──────────────── + public List Bridges { get; } = new(); + + // ── Phase 2+3: Computed maps ───────────────────────────────────────────── + public float[,]? Habitability { get; set; } + public float[,]? EncounterDensity { get; set; } + public FactionInfluenceMap? FactionInfluence { get; set; } + + // ── Stage hashes for save integrity ─────────────────────────────────────── + // Each stage appends its hash here after completing. + public Dictionary StageHashes { get; } = new(); + + // ── Helper: macro cell for a given world tile coordinate ───────────────── + /// + /// Looks up a macro cell by unwarped grid position. Use this only for + /// pre-ElevationGen stages or places where you explicitly want the raw + /// grid lookup. Most callers should use . + /// + public MacroCell MacroCellAt(int tileX, int tileY) + { + if (MacroGrid is null) throw new InvalidOperationException("MacroGrid not loaded yet."); + int mx = Math.Clamp(tileX / (C.WORLD_WIDTH_TILES / C.MACRO_GRID_WIDTH), 0, C.MACRO_GRID_WIDTH - 1); + int my = Math.Clamp(tileY / (C.WORLD_HEIGHT_TILES / C.MACRO_GRID_HEIGHT), 0, C.MACRO_GRID_HEIGHT - 1); + return MacroGrid[mx, my]; + } + + /// + /// Returns the macro cell stored on the given tile. + /// overwrites each tile's and + /// with border-warped coordinates so that macro cell boundaries follow + /// organic wiggly curves instead of grid-aligned lines (Addendum A §1). + /// All post-ElevationGen stages and tests should use this method. + /// + public MacroCell MacroCellForTile(in WorldTile tile) + { + if (MacroGrid is null) throw new InvalidOperationException("MacroGrid not loaded yet."); + return MacroGrid[tile.MacroX, tile.MacroY]; + } + + // ── Sea level constant ───────────────────────────────────────────────────── + // Tiles with elevation < SeaLevel are ocean. + public const float SeaLevel = 0.35f; + + // ── Fast hash for determinism tests ────────────────────────────────────── + /// FNV-1a hash over all elevation values (for determinism tests). + public ulong HashElevation() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong hash = FNV_OFFSET; + for (int y = 0; y < C.WORLD_HEIGHT_TILES; y++) + for (int x = 0; x < C.WORLD_WIDTH_TILES; x++) + { + uint bits = BitConverter.SingleToUInt32Bits(Tiles[x, y].Elevation); + hash = (hash ^ bits) * FNV_PRIME; + } + return hash; + } + + public ulong HashMoisture() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong hash = FNV_OFFSET; + for (int y = 0; y < C.WORLD_HEIGHT_TILES; y++) + for (int x = 0; x < C.WORLD_WIDTH_TILES; x++) + { + uint bits = BitConverter.SingleToUInt32Bits(Tiles[x, y].Moisture); + hash = (hash ^ bits) * FNV_PRIME; + } + return hash; + } + + public ulong HashTemperature() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong hash = FNV_OFFSET; + for (int y = 0; y < C.WORLD_HEIGHT_TILES; y++) + for (int x = 0; x < C.WORLD_WIDTH_TILES; x++) + { + uint bits = BitConverter.SingleToUInt32Bits(Tiles[x, y].Temperature); + hash = (hash ^ bits) * FNV_PRIME; + } + return hash; + } + + public ulong HashBiomes() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong hash = FNV_OFFSET; + for (int y = 0; y < C.WORLD_HEIGHT_TILES; y++) + for (int x = 0; x < C.WORLD_WIDTH_TILES; x++) + hash = (hash ^ (byte)Tiles[x, y].Biome) * FNV_PRIME; + return hash; + } + + /// FNV-1a hash over all settlements (sorted by ID). + public ulong HashSettlements() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong hash = FNV_OFFSET; + foreach (var s in Settlements.OrderBy(s => s.Id)) + { + hash = (hash ^ (ulong)s.Id) * FNV_PRIME; + hash = (hash ^ (ulong)s.Tier) * FNV_PRIME; + hash = (hash ^ (ulong)s.TileX) * FNV_PRIME; + hash = (hash ^ (ulong)s.TileY) * FNV_PRIME; + } + return hash; + } + + /// FNV-1a hash over all polyline points (rivers, then roads, then rails). + public ulong HashPolylines() + { + const ulong FNV_PRIME = 1099511628211UL; + const ulong FNV_OFFSET = 14695981039346656037UL; + ulong hash = FNV_OFFSET; + foreach (var polylineList in new[] { Rivers, Roads, Rails }) + foreach (var p in polylineList.OrderBy(p => p.Id)) + foreach (var pt in p.Points) + { + hash = (hash ^ BitConverter.SingleToUInt32Bits(pt.X)) * FNV_PRIME; + hash = (hash ^ BitConverter.SingleToUInt32Bits(pt.Y)) * FNV_PRIME; + } + return hash; + } +} diff --git a/Theriapolis.Core/World/WorldTile.cs b/Theriapolis.Core/World/WorldTile.cs new file mode 100644 index 0000000..6b937cf --- /dev/null +++ b/Theriapolis.Core/World/WorldTile.cs @@ -0,0 +1,86 @@ +namespace Theriapolis.Core.World; + +/// +/// Per-tile data for a single world tile (1/1024 of the continent's width). +/// All float fields are normalized to [0, 1] unless noted. +/// +public struct WorldTile +{ + public float Elevation; // 0 = sea floor, 1 = mountain peak + public float Moisture; // 0 = arid, 1 = saturated + public float Temperature; // 0 = polar, 1 = equatorial + public BiomeId Biome; + public FeatureFlags Features; + + /// Macro-grid cell index (x + y*32) for this tile. + public byte MacroX; + public byte MacroY; + + // ── Phase 2+3 additions ────────────────────────────────────────────────── + /// + /// Direction (Dir.N..Dir.NW, or Dir.None) that a river polyline flows through this tile. + /// Set by HydrologyGenStage when rasterizing river polylines. + /// + public byte RiverFlowDir; + + /// + /// Direction (Dir.N..Dir.NW, or Dir.None) that a rail polyline passes through this tile. + /// Set by RailNetworkGenStage when rasterizing rail polylines. + /// + public byte RailDir; + + /// + /// Settlement ID (1-based) of the settlement whose footprint covers this tile. + /// 0 = no settlement. + /// + public ushort SettlementId; +} + +/// +/// Biome identifiers. Enums, not magic ints. +/// +public enum BiomeId : byte +{ + None = 0, + Ocean, + Tundra, + Boreal, + TemperateDeciduous, + TemperateGrassland, + MountainAlpine, + MountainForested, + SubtropicalForest, + Wetland, + Coastal, + RiverValley, + Scrubland, + DesertCold, + + // Transition biomes (assigned by BorderDistortionGen) + ForestEdge, + Foothills, + MarshEdge, + Beach, + Cliff, + TidalFlat, + Mangrove, +} + +/// +/// Bitmask of linear and special features on a tile. +/// Per-tile flags are derived caches — polylines are the source of truth for rivers/roads/rail. +/// +[Flags] +public enum FeatureFlags : ushort +{ + None = 0, + HasRiver = 1 << 0, + HasRoad = 1 << 1, + HasRail = 1 << 2, + IsSettlement = 1 << 3, + IsPoi = 1 << 4, + IsCoast = 1 << 5, + IsBorder = 1 << 6, // biome or land/ocean border (set during distortion pass) + RiverAdjacent = 1 << 7, + RailroadAdjacent = 1 << 8, +} diff --git a/Theriapolis.Desktop/Program.cs b/Theriapolis.Desktop/Program.cs new file mode 100644 index 0000000..d0767e5 --- /dev/null +++ b/Theriapolis.Desktop/Program.cs @@ -0,0 +1,37 @@ +using Theriapolis.Game; + +// Resolve content directories relative to the executable. +// Distribution: Data/ and Gfx/ sit next to the exe (absolute path) +// Development: walk up from the exe to find Content/Data and Content/Gfx +string dataDir = ResolveContentDir("Data"); +string gfxDir = ResolveContentDir("Gfx"); + +static string ResolveContentDir(string subdir) +{ + // 1. "" next to the executable — distribution layout + string local = Path.Combine(AppContext.BaseDirectory, subdir); + if (Directory.Exists(local)) return local; + + // 2. Walk up from the exe to find Content/ — development layout. + // Trim the trailing separator first: on Windows AppContext.BaseDirectory ends + // with '\', and GetDirectoryName on a trailing-slash path strips the slash + // without ascending, wasting one iteration. + string? dir = AppContext.BaseDirectory.TrimEnd( + Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + for (int i = 0; i < 6; i++) + { + if (dir is null) break; + string candidate = Path.Combine(dir, "Content", subdir); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + + return local; // missing-file errors will surface from the consumer with the bad path +} + +using var game = new Game1 +{ + ContentDataDirectory = dataDir, + ContentGfxDirectory = gfxDir, +}; +game.Run(); diff --git a/Theriapolis.Desktop/Theriapolis.Desktop.csproj b/Theriapolis.Desktop/Theriapolis.Desktop.csproj new file mode 100644 index 0000000..46baa2b --- /dev/null +++ b/Theriapolis.Desktop/Theriapolis.Desktop.csproj @@ -0,0 +1,35 @@ + + + Exe + net8.0 + enable + enable + Theriapolis.Desktop + Theriapolis.Desktop + 12 + + win-x64;linux-x64;osx-x64;osx-arm64 + + + + + + + + + + + + + + + diff --git a/Theriapolis.Game/CodexUI/Core/CodexAtlas.cs b/Theriapolis.Game/CodexUI/Core/CodexAtlas.cs new file mode 100644 index 0000000..5febede --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexAtlas.cs @@ -0,0 +1,336 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Strongly-typed asset table for the codex aesthetic. Each property is a +/// texture used by one or more widgets — see §6 of the implementation plan +/// for the full list. looks for PNGs under +/// Content/Gfx/codex/ first; any missing slots fall back to a +/// procedural placeholder generated in code so the screen still renders +/// before art is authored. +/// +/// Procedural placeholders aim to capture *structure* (9-slice shape, +/// corner/edge sizes, broad colour) so layout work can proceed against +/// them. Final art replaces them one by one. +/// +public sealed class CodexAtlas +{ + public Texture2D Pixel = null!; // 1×1 white — flat-fill helper + + public Texture2D ParchmentBg = null!; // 256×256 tileable + public Texture2D ParchmentCard = null!; // 96×96 9-slice (24 px corners) + public Texture2D GildFrame = null!; // 64×64 9-slice card border + public Texture2D GildFrameSelected = null!; // 64×64 9-slice — heavier gild + public Texture2D GildButtonPrimary = null!; // 96×32 9-slice + public Texture2D InkButtonGhost = null!; // 96×32 9-slice + public Texture2D WaxSeal = null!; // 64×64 sprite + public Texture2D OrnamentDiamond = null!; // 16×16 sprite + + public Texture2D StepperLocked = null!; + public Texture2D StepperActive = null!; + public Texture2D StepperDone = null!; + + public Texture2D ChipTrait = null!; + public Texture2D ChipSkillBg = null!; + public Texture2D ChipSkillClass = null!; + public Texture2D ChipLanguage = null!; + + public Texture2D PoolDie = null!; + public Texture2D SlotEmpty = null!; + public Texture2D SlotFilled = null!; + public Texture2D BarTrack = null!; + public Texture2D BarFill = null!; + public Texture2D PopoverBg = null!; + + public Texture2D CladeSigilCanidae = null!; + public Texture2D CladeSigilFelidae = null!; + public Texture2D CladeSigilMustelidae = null!; + public Texture2D CladeSigilUrsidae = null!; + public Texture2D CladeSigilCervidae = null!; + public Texture2D CladeSigilBovidae = null!; + public Texture2D CladeSigilLeporidae = null!; + + public void LoadAll(GraphicsDevice gd, string contentRoot) + { + Pixel = new Texture2D(gd, 1, 1); + Pixel.SetData(new[] { Color.White }); + + string codexDir = System.IO.Path.Combine(contentRoot, "codex"); + + ParchmentBg = LoadOrFallback(gd, codexDir, "parchment_bg.png", () => MakeParchmentTile(gd, 256, 256)); + ParchmentCard = LoadOrFallback(gd, codexDir, "parchment_card.png", () => MakeParchmentCard(gd, 96, 96)); + GildFrame = LoadOrFallback(gd, codexDir, "gild_frame.png", () => MakeGildFrame(gd, 64, 64, selected: false)); + GildFrameSelected = LoadOrFallback(gd, codexDir, "gild_frame_selected.png",() => MakeGildFrame(gd, 64, 64, selected: true)); + GildButtonPrimary = LoadOrFallback(gd, codexDir, "gild_button_primary.png",() => MakeButton(gd, 96, 32, fill: CodexColors.Seal, border: CodexColors.Seal2)); + InkButtonGhost = LoadOrFallback(gd, codexDir, "ink_button_ghost.png", () => MakeButton(gd, 96, 32, fill: CodexColors.Bg, border: CodexColors.Ink)); + WaxSeal = LoadOrFallback(gd, codexDir, "wax_seal.png", () => MakeWaxSeal(gd, 64, 64)); + OrnamentDiamond = LoadOrFallback(gd, codexDir, "ornament_diamond.png", () => MakeOrnamentDiamond(gd, 16, 16)); + + StepperLocked = LoadOrFallback(gd, codexDir, "stepper_bullet_locked.png", () => MakeStepperBullet(gd, 24, 24, CodexColors.InkMute, CodexColors.Bg)); + StepperActive = LoadOrFallback(gd, codexDir, "stepper_bullet_active.png", () => MakeStepperBullet(gd, 24, 24, CodexColors.Gild, CodexColors.Bg)); + StepperDone = LoadOrFallback(gd, codexDir, "stepper_bullet_done.png", () => MakeStepperBullet(gd, 24, 24, CodexColors.Seal, CodexColors.Bg)); + + ChipTrait = LoadOrFallback(gd, codexDir, "chip_trait.png", () => MakeChip(gd, 96, 24, CodexColors.Bg, CodexColors.Gild)); + ChipSkillBg = LoadOrFallback(gd, codexDir, "chip_skill_bg.png", () => MakeChip(gd, 96, 24, CodexColors.Bg, CodexColors.Gild)); + ChipSkillClass = LoadOrFallback(gd, codexDir, "chip_skill_class.png", () => MakeChip(gd, 96, 24, CodexColors.Bg, CodexColors.Seal)); + ChipLanguage = LoadOrFallback(gd, codexDir, "chip_language.png", () => MakeChip(gd, 96, 24, CodexColors.Bg, CodexColors.Rule)); + + PoolDie = LoadOrFallback(gd, codexDir, "pool_die.png", () => MakeButton(gd, 56, 56, CodexColors.Bg, CodexColors.Rule)); + SlotEmpty = LoadOrFallback(gd, codexDir, "slot_empty.png", () => MakeSlot(gd, 64, 44, dashed: true)); + SlotFilled = LoadOrFallback(gd, codexDir, "slot_filled.png",() => MakeSlot(gd, 64, 44, dashed: false)); + BarTrack = LoadOrFallback(gd, codexDir, "bar_track.png", () => MakeBar(gd, 16, 8, fill: false)); + BarFill = LoadOrFallback(gd, codexDir, "bar_fill.png", () => MakeBar(gd, 16, 8, fill: true)); + PopoverBg = LoadOrFallback(gd, codexDir, "popover_bg.png", () => MakePopoverBg(gd, 96, 96)); + + // Clade sigils — placeholder = circular badge with stylised initial + CladeSigilCanidae = LoadOrFallback(gd, codexDir, "clade_sigil_canidae.png", () => MakeSigil(gd, 48, 'C')); + CladeSigilFelidae = LoadOrFallback(gd, codexDir, "clade_sigil_felidae.png", () => MakeSigil(gd, 48, 'F')); + CladeSigilMustelidae = LoadOrFallback(gd, codexDir, "clade_sigil_mustelidae.png", () => MakeSigil(gd, 48, 'M')); + CladeSigilUrsidae = LoadOrFallback(gd, codexDir, "clade_sigil_ursidae.png", () => MakeSigil(gd, 48, 'U')); + CladeSigilCervidae = LoadOrFallback(gd, codexDir, "clade_sigil_cervidae.png", () => MakeSigil(gd, 48, 'D')); + CladeSigilBovidae = LoadOrFallback(gd, codexDir, "clade_sigil_bovidae.png", () => MakeSigil(gd, 48, 'B')); + CladeSigilLeporidae = LoadOrFallback(gd, codexDir, "clade_sigil_leporidae.png", () => MakeSigil(gd, 48, 'L')); + } + + public Texture2D SigilFor(string cladeId) => cladeId switch + { + "canidae" => CladeSigilCanidae, + "felidae" => CladeSigilFelidae, + "mustelidae" => CladeSigilMustelidae, + "ursidae" => CladeSigilUrsidae, + "cervidae" => CladeSigilCervidae, + "bovidae" => CladeSigilBovidae, + "leporidae" => CladeSigilLeporidae, + _ => CladeSigilCanidae, + }; + + private static Texture2D LoadOrFallback(GraphicsDevice gd, string dir, string name, System.Func fallback) + { + string path = System.IO.Path.Combine(dir, name); + if (System.IO.File.Exists(path)) + { + using var fs = System.IO.File.OpenRead(path); + return Texture2D.FromStream(gd, fs); + } + return fallback(); + } + + // ── Procedural placeholder generators ──────────────────────────────── + // Each returns a Texture2D the matching widget can use. They aim for + // structural correctness (right size, right 9-slice insets) rather + // than the final illuminated-codex aesthetic. + + private static Texture2D MakeParchmentTile(GraphicsDevice gd, int w, int h) + { + var pixels = new Color[w * h]; + var rng = new System.Random(0xC0DE); + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + // Two layered radial gradients + grain noise for parchment feel. + float dx1 = (x - w * 0.3f) / (w * 0.6f); + float dy1 = (y - h * 0.2f) / (h * 0.4f); + float light = MathHelper.Clamp(1f - (dx1 * dx1 + dy1 * dy1), 0f, 1f) * 0.18f; + + float dx2 = (x - w * 0.8f) / (w * 0.45f); + float dy2 = (y - h * 0.8f) / (h * 0.35f); + float shade = MathHelper.Clamp(1f - (dx2 * dx2 + dy2 * dy2), 0f, 1f) * 0.10f; + + float grain = (float)(rng.NextDouble() - 0.5) * 0.04f; + float r = CodexColors.Bg.R / 255f + light - shade + grain; + float g = CodexColors.Bg.G / 255f + light - shade + grain; + float b = CodexColors.Bg.B / 255f + light - shade * 1.3f + grain; + pixels[y * w + x] = new Color(MathHelper.Clamp(r, 0f, 1f), MathHelper.Clamp(g, 0f, 1f), MathHelper.Clamp(b, 0f, 1f)); + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeParchmentCard(GraphicsDevice gd, int w, int h) + { + var pixels = new Color[w * h]; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + // Slight top-down lighten as in `linear-gradient(180deg, rgba(255,250,235,0.05), transparent 30%)`. + float topLift = MathHelper.Clamp(1f - y / (h * 0.3f), 0f, 1f) * 0.04f; + var c = CodexColors.Bg2; + pixels[y * w + x] = new Color( + MathHelper.Clamp(c.R / 255f + topLift, 0f, 1f), + MathHelper.Clamp(c.G / 255f + topLift, 0f, 1f), + MathHelper.Clamp(c.B / 255f + topLift, 0f, 1f)); + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeGildFrame(GraphicsDevice gd, int w, int h, bool selected) + { + var pixels = new Color[w * h]; + var border = selected ? CodexColors.Seal : CodexColors.Rule; + var glow = selected ? CodexColors.CardSelectedHalo : CodexColors.CardHoverHalo; + int thickness = selected ? 2 : 1; + // 1-px border around the edge, plus an inner glow stripe when selected. + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + int distFromEdge = System.Math.Min(System.Math.Min(x, y), System.Math.Min(w - 1 - x, h - 1 - y)); + if (distFromEdge < thickness) pixels[y * w + x] = border; + else if (selected && distFromEdge < thickness + 2) pixels[y * w + x] = glow; + else pixels[y * w + x] = Color.Transparent; + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeButton(GraphicsDevice gd, int w, int h, Color fill, Color border) + { + var pixels = new Color[w * h]; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + int distFromEdge = System.Math.Min(System.Math.Min(x, y), System.Math.Min(w - 1 - x, h - 1 - y)); + pixels[y * w + x] = distFromEdge < 1 ? border : fill; + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeWaxSeal(GraphicsDevice gd, int w, int h) + { + var pixels = new Color[w * h]; + float cx = w / 2f, cy = h / 2f, r = w / 2f - 2; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + float dx = x - cx, dy = y - cy; + float d = (float)System.Math.Sqrt(dx * dx + dy * dy); + if (d > r) pixels[y * w + x] = Color.Transparent; + else if (d > r - 1.5) pixels[y * w + x] = CodexColors.Seal2; + else pixels[y * w + x] = Color.Lerp(CodexColors.Seal, CodexColors.Seal2, d / r); + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeOrnamentDiamond(GraphicsDevice gd, int w, int h) + { + var pixels = new Color[w * h]; + float cx = w / 2f, cy = h / 2f; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + float manhat = System.Math.Abs(x - cx) + System.Math.Abs(y - cy); + pixels[y * w + x] = manhat <= cx ? CodexColors.Gild : Color.Transparent; + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeStepperBullet(GraphicsDevice gd, int size, int _, Color border, Color fill) + { + var pixels = new Color[size * size]; + float cx = size / 2f, cy = size / 2f, r = size / 2f - 1; + for (int y = 0; y < size; y++) + for (int x = 0; x < size; x++) + { + float dx = x - cx, dy = y - cy; + float d = (float)System.Math.Sqrt(dx * dx + dy * dy); + if (d > r) pixels[y * size + x] = Color.Transparent; + else if (d > r - 1.4) pixels[y * size + x] = border; + else pixels[y * size + x] = fill; + } + var tex = new Texture2D(gd, size, size); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeChip(GraphicsDevice gd, int w, int h, Color fill, Color border) + => MakeButton(gd, w, h, fill, border); + + private static Texture2D MakeSlot(GraphicsDevice gd, int w, int h, bool dashed) + { + var pixels = new Color[w * h]; + var border = dashed ? CodexColors.InkMute : CodexColors.InkSoft; + var fill = dashed ? Color.Transparent : new Color(180, 138, 60, 16); + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + int distFromEdge = System.Math.Min(System.Math.Min(x, y), System.Math.Min(w - 1 - x, h - 1 - y)); + bool onEdge = distFromEdge < 1; + if (onEdge) + { + if (dashed) + { + int along = (x == 0 || x == w - 1) ? y : x; + pixels[y * w + x] = (along / 3) % 2 == 0 ? border : Color.Transparent; + } + else + { + pixels[y * w + x] = border; + } + } + else pixels[y * w + x] = fill; + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeBar(GraphicsDevice gd, int w, int h, bool fill) + { + var pixels = new Color[w * h]; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + int distFromEdge = System.Math.Min(System.Math.Min(x, y), System.Math.Min(w - 1 - x, h - 1 - y)); + if (distFromEdge < 1) pixels[y * w + x] = CodexColors.Rule; + else pixels[y * w + x] = fill ? CodexColors.Gild : CodexColors.Bg; + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakePopoverBg(GraphicsDevice gd, int w, int h) + { + var pixels = new Color[w * h]; + for (int y = 0; y < h; y++) + for (int x = 0; x < w; x++) + { + int distFromEdge = System.Math.Min(System.Math.Min(x, y), System.Math.Min(w - 1 - x, h - 1 - y)); + if (distFromEdge < 1) pixels[y * w + x] = CodexColors.Gild; + else pixels[y * w + x] = CodexColors.Bg2; + } + var tex = new Texture2D(gd, w, h); + tex.SetData(pixels); + return tex; + } + + private static Texture2D MakeSigil(GraphicsDevice gd, int size, char letter) + { + var pixels = new Color[size * size]; + float cx = size / 2f, cy = size / 2f, r = size / 2f - 1; + for (int y = 0; y < size; y++) + for (int x = 0; x < size; x++) + { + float dx = x - cx, dy = y - cy; + float d = (float)System.Math.Sqrt(dx * dx + dy * dy); + if (d > r) pixels[y * size + x] = Color.Transparent; + else if (d > r - 1.5) pixels[y * size + x] = CodexColors.Rule; + else pixels[y * size + x] = Color.Lerp(CodexColors.Bg, CodexColors.Bg2, d / r); + } + var tex = new Texture2D(gd, size, size); + tex.SetData(pixels); + // Note: the letter glyph itself is drawn by the widget on top of this circle (CodexCard). + return tex; + } +} diff --git a/Theriapolis.Game/CodexUI/Core/CodexFonts.cs b/Theriapolis.Game/CodexUI/Core/CodexFonts.cs new file mode 100644 index 0000000..fb3d413 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexFonts.cs @@ -0,0 +1,82 @@ +using FontStashSharp; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Static font registry for CodexUI. Loaded once at game startup via +/// ; widgets read from these fields. The slots map to +/// the design's typographic ladder: +/// - DisplayLarge / Medium / Small → Cinzel-Bold (fallback: Georgia Bold) — all-caps headings +/// - SerifBody / SerifItalic → Cormorant Garamond (fallback: Georgia / Georgia Italic) +/// - MonoTag / MonoTagSmall → JetBrains Mono (fallback: Consolas) +/// +/// FontStashSharp loads TTF files into a runtime atlas. We try +/// Content/Fonts/ first (project-supplied fonts), then fall back to +/// Windows system fonts so the game runs without bundling Cinzel/Cormorant. +/// +public static class CodexFonts +{ + public static SpriteFontBase DisplayLarge = null!; // ~32 px, codex header + public static SpriteFontBase DisplayMedium = null!; // ~22 px, h2 + public static SpriteFontBase DisplaySmall = null!; // ~16 px, h3 + public static SpriteFontBase SerifBody = null!; // ~16 px, body text + public static SpriteFontBase SerifItalic = null!; // ~14 px, italic body / trait names + public static SpriteFontBase MonoTag = null!; // ~10 px, eyebrow + tag text + public static SpriteFontBase MonoTagSmall = null!; // ~9 px, sub-tags + + private static FontSystem? _serif; + private static FontSystem? _italic; + private static FontSystem? _mono; + + /// + /// Load every font slot. Throws on failure — fonts are required for the + /// codex screen to render anything legible. + /// + public static void LoadAll(GraphicsDevice gd, string contentRoot) + { + _serif = LoadFontSystem(contentRoot, new[] { "Fonts/Cinzel-Bold.ttf", "Fonts/CormorantGaramond-Bold.ttf" }, + new[] { @"C:\Windows\Fonts\georgiab.ttf", @"C:\Windows\Fonts\timesbd.ttf" }); + _italic = LoadFontSystem(contentRoot, new[] { "Fonts/CormorantGaramond-Italic.ttf", "Fonts/CormorantGaramond-Regular.ttf" }, + new[] { @"C:\Windows\Fonts\georgiai.ttf", @"C:\Windows\Fonts\timesi.ttf", @"C:\Windows\Fonts\georgia.ttf" }); + _mono = LoadFontSystem(contentRoot, new[] { "Fonts/JetBrainsMono-Medium.ttf" }, + new[] { @"C:\Windows\Fonts\consola.ttf", @"C:\Windows\Fonts\consolab.ttf", @"C:\Windows\Fonts\cour.ttf" }); + + DisplayLarge = _serif.GetFont(32f); + DisplayMedium = _serif.GetFont(22f); + DisplaySmall = _serif.GetFont(16f); + SerifBody = _italic.GetFont(15f); + SerifItalic = _italic.GetFont(14f); + MonoTag = _mono.GetFont(11f); + MonoTagSmall = _mono.GetFont(9f); + } + + private static FontSystem LoadFontSystem(string contentRoot, string[] preferred, string[] fallbacks) + { + var fs = new FontSystem(); + // Try project-supplied fonts first (Content/Fonts/*). + foreach (var rel in preferred) + { + string path = System.IO.Path.Combine(contentRoot, rel); + if (System.IO.File.Exists(path)) + { + fs.AddFont(System.IO.File.ReadAllBytes(path)); + return fs; + } + } + // Fall back to a system font — guaranteed available on the target + // platforms (Windows Georgia/Times/Consolas; future: macOS / Linux + // would need their own fallback list). + foreach (var path in fallbacks) + { + if (System.IO.File.Exists(path)) + { + fs.AddFont(System.IO.File.ReadAllBytes(path)); + return fs; + } + } + throw new System.IO.FileNotFoundException( + "CodexFonts: no font found in either project Content/Fonts/ or system fallback locations. " + + $"Preferred: {string.Join(", ", preferred)}; fallbacks: {string.Join(", ", fallbacks)}"); + } +} diff --git a/Theriapolis.Game/CodexUI/Core/CodexInput.cs b/Theriapolis.Game/CodexUI/Core/CodexInput.cs new file mode 100644 index 0000000..0c80175 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexInput.cs @@ -0,0 +1,116 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Per-frame input snapshot used by every CodexUI widget. +/// is called once at the top of ; widgets +/// read the resulting edge-detected event flags during their own Update pass. +/// +/// Text input piggybacks on MonoGame's +/// event — the screen subscribes during Initialize and pushes characters +/// into . Backspace, Enter and arrow keys +/// route through instead. +/// +/// +/// Mouse clipping: a parent widget can set before +/// updating a region of the tree, which causes +/// to report off-screen for any cursor outside the clip rect. Children that +/// rely on Bounds.Contains(input.MousePosition) to detect hover/click +/// then ignore events that visually land in some other layer (e.g. a +/// stepper bar painted over a scrolled card). Without this, both the +/// clipped widget and the chrome above it would handle the same click. +/// +/// +public sealed class CodexInput +{ + public Point MousePosition { get; private set; } + public Point PreviousMousePosition { get; private set; } + public Point MouseDelta { get; private set; } + public bool LeftButtonDown { get; private set; } + public bool LeftJustPressed { get; private set; } + public bool LeftJustReleased { get; private set; } + public bool RightJustPressed { get; private set; } + public int ScrollDelta { get; private set; } + + private MouseState _prev; + private KeyboardState _prevKb; + private KeyboardState _curKb; + + private Rectangle? _mouseClip; + private Point _rawMouse; + + /// Characters typed this frame (collected from the window's TextInput event). + public string TextEnteredThisFrame { get; private set; } = ""; + + private System.Text.StringBuilder _textBuf = new(); + + public void OnTextInput(char c) => _textBuf.Append(c); + + public void Tick() + { + var m = Mouse.GetState(); + var kb = Keyboard.GetState(); + + PreviousMousePosition = _rawMouse; + _rawMouse = new Point(m.X, m.Y); + MouseDelta = _rawMouse - PreviousMousePosition; + ScrollDelta = m.ScrollWheelValue - _prev.ScrollWheelValue; + + bool prevLeft = _prev.LeftButton == ButtonState.Pressed; + bool curLeft = m.LeftButton == ButtonState.Pressed; + LeftButtonDown = curLeft; + LeftJustPressed = !prevLeft && curLeft; + LeftJustReleased = prevLeft && !curLeft; + + bool prevRight = _prev.RightButton == ButtonState.Pressed; + bool curRight = m.RightButton == ButtonState.Pressed; + RightJustPressed = !prevRight && curRight; + + _prev = m; + _prevKb = _curKb; + _curKb = kb; + + TextEnteredThisFrame = _textBuf.ToString(); + _textBuf.Clear(); + + ApplyClip(); + } + + /// + /// Restrict reads to . + /// Outside the rect the position is reported far off-screen so widgets + /// that hit-test by Bounds.Contains stop registering hover/click. + /// Pair with after the clipped subtree's + /// Update completes. + /// + public void SetMouseClip(Rectangle clipRect) + { + _mouseClip = clipRect; + ApplyClip(); + } + + public void ClearMouseClip() + { + _mouseClip = null; + ApplyClip(); + } + + /// Read the current clip rectangle, if any. Used by widgets that + /// nest a tighter clip and need to restore the outer one after their + /// child subtree has finished updating. + public Rectangle? GetMouseClip() => _mouseClip; + + private void ApplyClip() + { + if (_mouseClip is Rectangle r && !r.Contains(_rawMouse)) + MousePosition = new Point(-99999, -99999); + else + MousePosition = _rawMouse; + } + + public bool KeyDown(Keys k) => _curKb.IsKeyDown(k); + public bool KeyJustPressed(Keys k) => _curKb.IsKeyDown(k) && !_prevKb.IsKeyDown(k); + public bool KeyJustReleased(Keys k) => !_curKb.IsKeyDown(k) && _prevKb.IsKeyDown(k); +} diff --git a/Theriapolis.Game/CodexUI/Core/CodexLayout.cs b/Theriapolis.Game/CodexUI/Core/CodexLayout.cs new file mode 100644 index 0000000..a3d61b3 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexLayout.cs @@ -0,0 +1,290 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.CodexUI.Core; + +public enum HAlign { Left, Center, Right, Stretch } +public enum VAlign { Top, Middle, Bottom, Stretch } + +/// +/// Container widget that stacks its children vertically with +/// between them. Children are laid out top-to-bottom; their horizontal alignment +/// is governed by (defaults to ). +/// +public sealed class Column : CodexWidget +{ + public System.Collections.Generic.List Children { get; } = new(); + public int Spacing { get; set; } = CodexDensity.RowGap; + public Thickness Padding { get; set; } + public HAlign HAlignChildren { get; set; } = HAlign.Stretch; + + public Column Add(CodexWidget c) { c.Parent = this; Children.Add(c); return this; } + + protected override Point MeasureCore(Point available) + { + int innerW = available.X - Padding.HorizontalSum(); + int innerH = available.Y - Padding.VerticalSum(); + int totalH = 0, maxW = 0; + for (int i = 0; i < Children.Count; i++) + { + if (!Children[i].Visible) continue; + var s = Children[i].Measure(new Point(innerW, innerH)); + totalH += s.Y; + if (i < Children.Count - 1) totalH += Spacing; + if (s.X > maxW) maxW = s.X; + } + return new Point(maxW + Padding.HorizontalSum(), totalH + Padding.VerticalSum()); + } + + protected override void ArrangeCore(Rectangle bounds) + { + int x = bounds.X + Padding.Left; + int y = bounds.Y + Padding.Top; + int innerW = bounds.Width - Padding.HorizontalSum(); + foreach (var c in Children) + { + if (!c.Visible) continue; + int cw = HAlignChildren == HAlign.Stretch ? innerW : System.Math.Min(c.DesiredSize.X, innerW); + int cx = HAlignChildren switch + { + HAlign.Center => x + (innerW - cw) / 2, + HAlign.Right => x + innerW - cw, + _ => x, + }; + c.Arrange(new Rectangle(cx, y, cw, c.DesiredSize.Y)); + y += c.DesiredSize.Y + Spacing; + } + } + + public override void Update(GameTime gt, CodexInput input) + { + foreach (var c in Children) if (c.Visible) c.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + foreach (var c in Children) if (c.Visible) c.Draw(sb, gt); + } +} + +/// +/// Container widget that stacks its children horizontally. Mirrors +/// along the perpendicular axis; vertical alignment via . +/// +public sealed class Row : CodexWidget +{ + public System.Collections.Generic.List Children { get; } = new(); + public int Spacing { get; set; } = CodexDensity.ColGap; + public Thickness Padding { get; set; } + public VAlign VAlignChildren { get; set; } = VAlign.Top; + + public Row Add(CodexWidget c) { c.Parent = this; Children.Add(c); return this; } + + protected override Point MeasureCore(Point available) + { + int innerW = available.X - Padding.HorizontalSum(); + int innerH = available.Y - Padding.VerticalSum(); + int totalW = 0, maxH = 0; + for (int i = 0; i < Children.Count; i++) + { + if (!Children[i].Visible) continue; + var s = Children[i].Measure(new Point(innerW, innerH)); + totalW += s.X; + if (i < Children.Count - 1) totalW += Spacing; + if (s.Y > maxH) maxH = s.Y; + } + return new Point(totalW + Padding.HorizontalSum(), maxH + Padding.VerticalSum()); + } + + protected override void ArrangeCore(Rectangle bounds) + { + int x = bounds.X + Padding.Left; + int y = bounds.Y + Padding.Top; + int innerH = bounds.Height - Padding.VerticalSum(); + foreach (var c in Children) + { + if (!c.Visible) continue; + int cy = VAlignChildren switch + { + VAlign.Middle => y + (innerH - c.DesiredSize.Y) / 2, + VAlign.Bottom => y + innerH - c.DesiredSize.Y, + VAlign.Stretch => y, + _ => y, + }; + int ch = VAlignChildren == VAlign.Stretch ? innerH : c.DesiredSize.Y; + c.Arrange(new Rectangle(x, cy, c.DesiredSize.X, ch)); + x += c.DesiredSize.X + Spacing; + } + } + + public override void Update(GameTime gt, CodexInput input) + { + foreach (var c in Children) if (c.Visible) c.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + foreach (var c in Children) if (c.Visible) c.Draw(sb, gt); + } +} + +/// +/// Wrap-flow layout: lays children left-to-right, breaking to a new row when +/// the running width would exceed the container. Used for chip rows and the +/// review screen's starting-kit grid. +/// +public sealed class WrapRow : CodexWidget +{ + public System.Collections.Generic.List Children { get; } = new(); + public int HSpacing { get; set; } = CodexDensity.ColGap; + public int VSpacing { get; set; } = CodexDensity.RowGap; + + public WrapRow Add(CodexWidget c) { c.Parent = this; Children.Add(c); return this; } + + protected override Point MeasureCore(Point available) + { + int innerW = available.X; + int x = 0, y = 0, rowMaxH = 0, totalW = 0; + foreach (var c in Children) + { + if (!c.Visible) continue; + var s = c.Measure(new Point(innerW, available.Y)); + if (x > 0 && x + s.X > innerW) { x = 0; y += rowMaxH + VSpacing; rowMaxH = 0; } + x += s.X + HSpacing; + if (s.Y > rowMaxH) rowMaxH = s.Y; + if (x > totalW) totalW = x; + } + y += rowMaxH; + return new Point(System.Math.Min(totalW, innerW), y); + } + + protected override void ArrangeCore(Rectangle bounds) + { + int x = bounds.X, y = bounds.Y, rowMaxH = 0; + foreach (var c in Children) + { + if (!c.Visible) continue; + if (x > bounds.X && x + c.DesiredSize.X > bounds.X + bounds.Width) + { + x = bounds.X; + y += rowMaxH + VSpacing; + rowMaxH = 0; + } + c.Arrange(new Rectangle(x, y, c.DesiredSize.X, c.DesiredSize.Y)); + x += c.DesiredSize.X + HSpacing; + if (c.DesiredSize.Y > rowMaxH) rowMaxH = c.DesiredSize.Y; + } + } + + public override void Update(GameTime gt, CodexInput input) + { + foreach (var c in Children) if (c.Visible) c.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + foreach (var c in Children) if (c.Visible) c.Draw(sb, gt); + } +} + +/// +/// Fixed-column grid: lays children left-to-right then wraps. Each cell gets +/// (innerWidth - colGap*(columns-1)) / columns of horizontal space. Used for +/// the card grid on Clade / Species / Class / Background steps. +/// +public sealed class Grid : CodexWidget +{ + public System.Collections.Generic.List Children { get; } = new(); + public int Columns { get; set; } = 2; + public int HSpacing { get; set; } = CodexDensity.CardGap; + public int VSpacing { get; set; } = CodexDensity.CardGap; + + public Grid Add(CodexWidget c) { c.Parent = this; Children.Add(c); return this; } + + protected override Point MeasureCore(Point available) + { + int cols = System.Math.Max(1, Columns); + int cellW = (available.X - HSpacing * (cols - 1)) / cols; + int rowH = 0, totalH = 0, col = 0; + foreach (var c in Children) + { + if (!c.Visible) continue; + var s = c.Measure(new Point(cellW, available.Y)); + if (s.Y > rowH) rowH = s.Y; + col++; + if (col >= cols) { totalH += rowH + VSpacing; rowH = 0; col = 0; } + } + if (col > 0) totalH += rowH; + else if (totalH >= VSpacing) totalH -= VSpacing; + return new Point(available.X, totalH); + } + + protected override void ArrangeCore(Rectangle bounds) + { + int cols = System.Math.Max(1, Columns); + int cellW = (bounds.Width - HSpacing * (cols - 1)) / cols; + int x = bounds.X, y = bounds.Y, col = 0, rowH = 0; + foreach (var c in Children) + { + if (!c.Visible) continue; + int ch = c.DesiredSize.Y; + c.Arrange(new Rectangle(x, y, cellW, ch)); + if (ch > rowH) rowH = ch; + col++; + if (col >= cols) { y += rowH + VSpacing; x = bounds.X; col = 0; rowH = 0; } + else { x += cellW + HSpacing; } + } + } + + public override void Update(GameTime gt, CodexInput input) + { + foreach (var c in Children) if (c.Visible) c.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + foreach (var c in Children) if (c.Visible) c.Draw(sb, gt); + } +} + +/// +/// Single-child decorator that adds breathing room. Combine with any widget +/// that doesn't expose its own padding field. +/// +public sealed class Padding : CodexWidget +{ + public CodexWidget? Child { get; set; } + public Thickness Inset { get; set; } + + public Padding(CodexWidget child, Thickness inset) { Child = child; if (child is not null) child.Parent = this; Inset = inset; } + + protected override Point MeasureCore(Point available) + { + if (Child is null) return new Point(Inset.HorizontalSum(), Inset.VerticalSum()); + var inner = new Point(available.X - Inset.HorizontalSum(), available.Y - Inset.VerticalSum()); + var s = Child.Measure(inner); + return new Point(s.X + Inset.HorizontalSum(), s.Y + Inset.VerticalSum()); + } + + protected override void ArrangeCore(Rectangle bounds) + { + Child?.Arrange(new Rectangle( + bounds.X + Inset.Left, + bounds.Y + Inset.Top, + bounds.Width - Inset.HorizontalSum(), + bounds.Height - Inset.VerticalSum())); + } + + public override void Update(GameTime gt, CodexInput input) => Child?.Update(gt, input); + public override void Draw(SpriteBatch sb, GameTime gt) => Child?.Draw(sb, gt); +} + +/// Box-model insets: independent left/top/right/bottom in pixels. +public readonly struct Thickness +{ + public readonly int Left, Top, Right, Bottom; + public Thickness(int uniform) : this(uniform, uniform, uniform, uniform) { } + public Thickness(int l, int t, int r, int b) { Left = l; Top = t; Right = r; Bottom = b; } + public int HorizontalSum() => Left + Right; + public int VerticalSum() => Top + Bottom; +} diff --git a/Theriapolis.Game/CodexUI/Core/CodexScreen.cs b/Theriapolis.Game/CodexUI/Core/CodexScreen.cs new file mode 100644 index 0000000..52c1bc4 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexScreen.cs @@ -0,0 +1,109 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Drag; +using Theriapolis.Game.Screens; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Base class for screens implemented in CodexUI. Owns the input snapshot, +/// the root widget, the parchment background tiling, the drag-drop +/// controller, and the popover layer. Concrete screens override +/// to populate the widget tree. +/// +/// Implements so the existing ScreenManager +/// can treat CodexUI screens identically to Myra-based ones. +/// +public abstract class CodexScreen : IScreen +{ + protected Game1 Game = null!; + protected CodexInput Input { get; } = new(); + protected CodexWidget? Root; + protected CodexAtlas Atlas { get; private set; } = null!; + protected DragDropController DragDrop { get; } = new(); + + /// The popover layer is painted last so floating panels stay above the page. + protected Widgets.CodexHoverPopover? Popover { get; set; } + + private System.EventHandler? _textInputHandler; + private bool _layoutDirty = true; + + public virtual void Initialize(Game1 game) + { + Game = game; + Atlas = game.CodexAtlas; + if (CodexFonts.DisplayLarge is null) + throw new System.InvalidOperationException("CodexFonts.LoadAll must be called before any CodexScreen is initialized."); + + _textInputHandler = (_, e) => + { + // Filter out non-printable controls so backspace etc. routes via + // KeyJustPressed instead of pushing into the text buffer. + if (e.Character >= 32 && e.Character != 127) Input.OnTextInput(e.Character); + }; + game.Window.TextInput += _textInputHandler; + + Root = BuildRoot(); + _layoutDirty = true; + } + + public virtual void Deactivate() + { + if (_textInputHandler is not null) Game.Window.TextInput -= _textInputHandler; + } + + public virtual void Reactivate() { _layoutDirty = true; } + + /// Concrete screens build the entire widget tree here. Called once after Initialize. + protected abstract CodexWidget BuildRoot(); + + /// Force a re-measure on next frame (e.g. step changed). + public void InvalidateLayout() + { + Root = BuildRoot(); + _layoutDirty = true; + } + + public virtual void Update(GameTime gameTime) + { + Input.Tick(); + if (Root is null) return; + + if (_layoutDirty) + { + var vp = Game.GraphicsDevice.Viewport; + Root.Measure(new Point(vp.Width, vp.Height)); + Root.Arrange(new Rectangle(0, 0, vp.Width, vp.Height)); + _layoutDirty = false; + } + Root.Update(gameTime, Input); + Popover?.Update(gameTime, Input); + DragDrop.Update(gameTime, Input); + } + + public virtual void Draw(GameTime gameTime, SpriteBatch sb) + { + Game.GraphicsDevice.Clear(CodexColors.BgDeep); + sb.Begin(); + DrawBackground(sb); + Root?.Draw(sb, gameTime); + Popover?.Draw(sb, gameTime); + DragDrop.Draw(sb); + sb.End(); + } + + /// + /// Paint a flat across the full viewport. + /// The body widget paints its own lighter + /// fill on top so cards (which use the slightly-darker + /// ) read clearly against their immediate + /// background. We don't tile a parchment-grain texture: a 256-px tile + /// produces visible seams, and the procedural radial gradients made + /// some areas brighter than the cards on top of them. + /// + private void DrawBackground(SpriteBatch sb) + { + var vp = Game.GraphicsDevice.Viewport; + sb.Draw(Atlas.Pixel, vp.Bounds, CodexColors.BgDeep); + } +} diff --git a/Theriapolis.Game/CodexUI/Core/CodexTheme.cs b/Theriapolis.Game/CodexUI/Core/CodexTheme.cs new file mode 100644 index 0000000..4a1361c --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexTheme.cs @@ -0,0 +1,55 @@ +using Microsoft.Xna.Framework; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Color tokens for the illuminated-codex aesthetic. Values extracted from +/// the React design at _design_handoff/character_creation/from_design/index.html +/// `:root` CSS variable block. Single source of truth for every paint colour +/// in CodexUI; widgets must read from here rather than hardcoding. +/// +public static class CodexColors +{ + // Backgrounds — parchment family + public static readonly Color Bg = HexColor(0xE8DCC0); // parchment + public static readonly Color BgDeep = HexColor(0xC7B48B); // worn parchment shadow + public static readonly Color Bg2 = HexColor(0xD9C9A6); // card body fill + + // Inks — primary text gradient + public static readonly Color Ink = HexColor(0x2B1D10); // primary serif text + public static readonly Color InkSoft = HexColor(0x5A4527); // secondary text + public static readonly Color InkMute = HexColor(0x8A6F48); // tertiary / placeholder + + // Accents + public static readonly Color Gild = HexColor(0xB48A3C); // gilded borders + select halo + public static readonly Color GildBright = HexColor(0xD4A23E); // hover halo / highlight + public static readonly Color Seal = HexColor(0x7A1F12); // wax-red, danger / negative bonus + public static readonly Color Seal2 = HexColor(0x5A160C); // dark wax (selected accent) + public static readonly Color Rule = HexColor(0x8A6F48); // hairline rule color + + // Transparent / overlay variants + public static readonly Color CardHoverHalo = new(180, 138, 60, 28); + public static readonly Color CardSelectedHalo = new(122, 31, 18, 64); + public static readonly Color PoolDieBg = new(180, 138, 60, 12); + + private static Color HexColor(uint rgb) => + new((byte)((rgb >> 16) & 0xFF), (byte)((rgb >> 8) & 0xFF), (byte)(rgb & 0xFF), (byte)0xFF); +} + +/// +/// Density / spacing tokens. Mirror the React design's --gap, --pad +/// and per-widget spacing constants. Widgets pull these instead of hardcoding +/// magic numbers so a future "compact density" toggle can resize the whole UI. +/// +public static class CodexDensity +{ + public const int RowGap = 6; + public const int ColGap = 8; + public const int CardPad = 18; + public const int PanelPad = 28; + public const int ChipPad = 6; + public const int ButtonPad = 10; + public const int CardWidth = 240; // minimum card width (matches design's grid-template min) + public const int CardGap = 24; + public const int AsideWidth = 380; +} diff --git a/Theriapolis.Game/CodexUI/Core/CodexWidget.cs b/Theriapolis.Game/CodexUI/Core/CodexWidget.cs new file mode 100644 index 0000000..f2fae9d --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/CodexWidget.cs @@ -0,0 +1,47 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Base class for every CodexUI widget. Layout is two-pass: +/// 1. — child reports a desired size given an +/// available size envelope. +/// 2. — parent places the child by writing into +/// ; the child propagates to its own children. +/// +/// Update + Draw run after layout. Hit-testing uses screen-space +/// directly via . +/// +public abstract class CodexWidget +{ + public Rectangle Bounds { get; protected set; } + public bool Visible { get; set; } = true; + public bool Enabled { get; set; } = true; + public CodexWidget? Parent { get; internal set; } + + public Point DesiredSize { get; protected set; } + + /// Child reports its preferred size; parent decides whether to honour it. + public Point Measure(Point available) + { + DesiredSize = MeasureCore(available); + return DesiredSize; + } + + /// Parent commits a final rectangle; child propagates to grandchildren. + public void Arrange(Rectangle bounds) + { + Bounds = bounds; + ArrangeCore(bounds); + } + + protected abstract Point MeasureCore(Point available); + protected abstract void ArrangeCore(Rectangle bounds); + + public virtual void Update(GameTime gt, CodexInput input) { } + public virtual void Draw(SpriteBatch sb, GameTime gt) { } + + /// True if a screen-space point lies inside our bounds. Hover-/click-test helper. + public bool ContainsPoint(Point p) => Bounds.Contains(p); +} diff --git a/Theriapolis.Game/CodexUI/Core/NineSlice.cs b/Theriapolis.Game/CodexUI/Core/NineSlice.cs new file mode 100644 index 0000000..c814ff2 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Core/NineSlice.cs @@ -0,0 +1,63 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.CodexUI.Core; + +/// +/// Renders a 9-slice texture into an arbitrary destination rectangle: the +/// four corners stay at their authored size, the four edges stretch along +/// one axis, and the centre stretches both axes. Used for parchment cards, +/// gilded borders, button backgrounds, and slot frames. +/// +/// Per-side inset values describe how many source-texture pixels the +/// fixed-size corner+edge bands take. They must add up to less than the +/// source texture's width/height in each axis or the centre band collapses. +/// +public readonly struct NineSliceInsets +{ + public readonly int Left, Top, Right, Bottom; + + public NineSliceInsets(int uniform) : this(uniform, uniform, uniform, uniform) { } + public NineSliceInsets(int l, int t, int r, int b) { Left = l; Top = t; Right = r; Bottom = b; } +} + +public static class NineSlice +{ + /// + /// Draw a 9-slice tinted with + /// into using as the corner sizes. + /// + public static void Draw(SpriteBatch sb, Texture2D texture, Rectangle dest, + NineSliceInsets insets, Color tint) + { + int sw = texture.Width; + int sh = texture.Height; + int l = insets.Left, t = insets.Top, r = insets.Right, b = insets.Bottom; + int cw = sw - l - r; // source center width + int ch = sh - t - b; // source center height + if (cw < 1) cw = 1; + if (ch < 1) ch = 1; + + int dl = dest.X; + int dt = dest.Y; + int dcw = System.Math.Max(0, dest.Width - l - r); + int dch = System.Math.Max(0, dest.Height - t - b); + int dr = dest.X + dest.Width - r; + int db = dest.Y + dest.Height - b; + + // Corners (1× scale) + sb.Draw(texture, new Rectangle(dl, dt, l, t), new Rectangle(0, 0, l, t), tint); + sb.Draw(texture, new Rectangle(dr, dt, r, t), new Rectangle(sw - r, 0, r, t), tint); + sb.Draw(texture, new Rectangle(dl, db, l, b), new Rectangle(0, sh - b, l, b), tint); + sb.Draw(texture, new Rectangle(dr, db, r, b), new Rectangle(sw - r, sh - b, r, b), tint); + + // Edges (stretched along their long axis) + sb.Draw(texture, new Rectangle(dl + l, dt, dcw, t), new Rectangle(l, 0, cw, t), tint); + sb.Draw(texture, new Rectangle(dl + l, db, dcw, b), new Rectangle(l, sh - b, cw, b), tint); + sb.Draw(texture, new Rectangle(dl, dt + t, l, dch), new Rectangle(0, t, l, ch), tint); + sb.Draw(texture, new Rectangle(dr, dt + t, r, dch), new Rectangle(sw - r, t, r, ch), tint); + + // Centre (stretched both axes) + sb.Draw(texture, new Rectangle(dl + l, dt + t, dcw, dch), new Rectangle(l, t, cw, ch), tint); + } +} diff --git a/Theriapolis.Game/CodexUI/Drag/DragDropController.cs b/Theriapolis.Game/CodexUI/Drag/DragDropController.cs new file mode 100644 index 0000000..58a66fa --- /dev/null +++ b/Theriapolis.Game/CodexUI/Drag/DragDropController.cs @@ -0,0 +1,99 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Drag; + +/// +/// Screen-level coordinator for click-drag interactions. Source widgets call +/// on left-mouse-down within their bounds and supply +/// (a) an arbitrary payload object — game-specific state, e.g. StatPoolPayload — +/// and (b) a ghost callback that paints a small follow-the-cursor visual. +/// +/// Drop targets register via ; on left-mouse-up +/// the controller hit-tests in registration order and fires +/// with the matching target's id. Pressing mid-drag +/// cancels and fires . +/// +/// One-controller-per-screen; concrete screens own the instance and pass it +/// down to widgets that participate in drag-drop. +/// +public sealed class DragDropController +{ + public bool IsDragging => _payload is not null; + public object? Payload => _payload; + public Point CursorPosition { get; private set; } + + private object? _payload; + private System.Action? _ghost; + + private readonly System.Collections.Generic.List _targets = new(); + + public event System.Action? OnDrop; // (payload, targetId) + public event System.Action? OnCancel; + public event System.Action? OnDropAnywhere; // fired when drop lands outside any registered target + + public void BeginDrag(object payload, System.Action ghost) + { + _payload = payload; + _ghost = ghost; + } + + public void RegisterTarget(string id, Rectangle bounds) + => _targets.Add(new DropTarget(id, bounds)); + + public void ClearTargets() => _targets.Clear(); + + public void Update(GameTime gt, CodexInput input) + { + CursorPosition = input.MousePosition; + if (!IsDragging) { _targets.Clear(); return; } + + if (input.KeyJustPressed(Keys.Escape)) + { + OnCancel?.Invoke(_payload!); + _payload = null; + _ghost = null; + _targets.Clear(); + return; + } + + if (input.LeftJustReleased) + { + string? hit = null; + foreach (var t in _targets) + if (t.Bounds.Contains(input.MousePosition)) { hit = t.Id; break; } + if (hit is not null) OnDrop?.Invoke(_payload!, hit); + else OnDropAnywhere?.Invoke(_payload!, input.MousePosition); + _payload = null; + _ghost = null; + _targets.Clear(); + } + } + + public void Draw(SpriteBatch sb) + { + if (_payload is null || _ghost is null) return; + _ghost(sb, CursorPosition); + } + + private readonly struct DropTarget + { + public readonly string Id; + public readonly Rectangle Bounds; + public DropTarget(string id, Rectangle bounds) { Id = id; Bounds = bounds; } + } +} + +/// +/// Payload type for the stat-assignment drag-drop dance. Mirrors the React +/// design's {from, value, idx, ability} object so behavior ports verbatim. +/// +public sealed class StatPoolPayload +{ + public required string Source { get; init; } // "pool" or "slot" + public required int Value { get; init; } + public int? PoolIdx { get; init; } // index in pool list when Source == "pool" + public Theriapolis.Core.Rules.Stats.AbilityId? Ability { get; init; } // when Source == "slot" +} diff --git a/Theriapolis.Game/CodexUI/Screens/CodexAside.cs b/Theriapolis.Game/CodexUI/Screens/CodexAside.cs new file mode 100644 index 0000000..6bd3bbb --- /dev/null +++ b/Theriapolis.Game/CodexUI/Screens/CodexAside.cs @@ -0,0 +1,231 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Steps; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Screens; + +/// +/// Right-column live summary. Reads from 's +/// state and renders five blocks (Name, Lineage, Calling+History, Abilities, +/// Skills) plus a stat strip. Mirrors the React <Aside /> +/// component in app.jsx. +/// +public sealed class CodexAside +{ + private readonly CodexCharacterCreationScreen _s; + private readonly CodexAtlas _atlas; + + public CodexAside(CodexCharacterCreationScreen s, CodexAtlas atlas) + { + _s = s; + _atlas = atlas; + } + + public CodexWidget Build() + { + // Aside lives next to the page main and shares the screen's + // popover layer — hovering a chip here pops the same parchment- + // and-gilt popover the cards on the left side use. + var popover = _s.AsidePopover; + + var col = new Column { Spacing = 14, HAlignChildren = HAlign.Stretch }; + col.Add(new CodexLabel("THE SUBJECT", CodexFonts.MonoTag, CodexColors.InkMute)); + + col.Add(NameBlock()); + col.Add(LineageBlock(popover)); + col.Add(CallingBlock(popover)); + col.Add(HistoryBlock(popover)); + col.Add(BuildStatStrip()); + col.Add(SkillsBlock(popover)); + return col; + } + + private CodexWidget NameBlock() + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel("NAME", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(new CodexLabel(string.IsNullOrWhiteSpace(_s.Name) ? "(unnamed)" : _s.Name, + CodexFonts.DisplayMedium, CodexColors.Ink)); + return col; + } + + private CodexWidget LineageBlock(CodexHoverPopover popover) + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel("LINEAGE", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(new CodexLabel(_s.Species?.Name ?? "—", + CodexFonts.DisplayMedium, CodexColors.Ink)); + if (_s.Clade is not null || _s.Species is not null) + { + string sub = (_s.Clade?.Name ?? "—").ToUpperInvariant() + + (_s.Clade is not null ? " · " + _s.Clade.Kind.ToUpperInvariant() : "") + + (_s.Species is not null ? " · " + CodexCopy.SizeLabel(_s.Species.Size).ToUpperInvariant() : ""); + col.Add(new CodexLabel(sub, CodexFonts.MonoTagSmall, CodexColors.InkMute)); + } + + // Trait chips — clade traits + species traits (each hover-popover'd). + var chips = new WrapRow(); + if (_s.Clade is not null) + { + foreach (var t in _s.Clade.Traits) + chips.Add(new HoverableChip(_atlas, popover, t.Name, t.Name, t.Description, null, ChipKind.Trait)); + foreach (var t in _s.Clade.Detriments) + chips.Add(new HoverableChip(_atlas, popover, t.Name, t.Name, t.Description, "DETRIMENT", ChipKind.TraitDetriment)); + } + if (_s.Species is not null) + { + foreach (var t in _s.Species.Traits) + chips.Add(new HoverableChip(_atlas, popover, t.Name, t.Name, t.Description, null, ChipKind.Trait)); + foreach (var t in _s.Species.Detriments) + chips.Add(new HoverableChip(_atlas, popover, t.Name, t.Name, t.Description, "DETRIMENT", ChipKind.TraitDetriment)); + } + if (chips.Children.Count > 0) col.Add(chips); + return col; + } + + private CodexWidget CallingBlock(CodexHoverPopover popover) + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel("CALLING", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(new CodexLabel(_s.Class?.Name ?? "—", CodexFonts.DisplayMedium, CodexColors.Ink)); + if (_s.Class is not null) + col.Add(new CodexLabel($"D{_s.Class.HitDie} · {string.Join("/", _s.Class.PrimaryAbility)}", + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + + // Level-1 feature chips for the chosen class (hover surfaces description). + if (_s.Class is not null) + { + var lvl1 = System.Array.Find(_s.Class.LevelTable, e => e.Level == 1); + if (lvl1 is not null) + { + var chips = new WrapRow(); + foreach (var k in lvl1.Features) + { + if (k == "asi" || k == "subclass_select" || k == "subclass_feature") continue; + if (!_s.Class.FeatureDefinitions.TryGetValue(k, out var fd)) continue; + chips.Add(new HoverableChip(_atlas, popover, fd.Name, fd.Name, fd.Description, fd.Kind?.ToUpperInvariant(), ChipKind.Trait)); + } + if (chips.Children.Count > 0) col.Add(chips); + } + } + return col; + } + + private CodexWidget HistoryBlock(CodexHoverPopover popover) + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel("HISTORY", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(new CodexLabel(_s.Background?.Name ?? "—", CodexFonts.DisplayMedium, CodexColors.Ink)); + if (_s.Background is not null && !string.IsNullOrEmpty(_s.Background.FeatureName)) + { + var chips = new WrapRow(); + chips.Add(new HoverableChip(_atlas, popover, + _s.Background.FeatureName, _s.Background.FeatureName, _s.Background.FeatureDescription, + "FEATURE", ChipKind.BgFeature)); + col.Add(chips); + } + return col; + } + + private CodexWidget SkillsBlock(CodexHoverPopover popover) + { + int total = _s.ChosenSkills.Count + (_s.Background?.SkillProficiencies.Length ?? 0); + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel("SKILLS · " + total, CodexFonts.MonoTag, CodexColors.InkMute)); + var chips = new WrapRow(); + if (_s.Background is not null) + foreach (var s in _s.Background.SkillProficiencies) + chips.Add(new HoverableChip(_atlas, popover, + CodexCopy.SkillName(s), + CodexCopy.SkillName(s), + CodexCopy.SkillDescription(s), + "BACKGROUND", + ChipKind.SkillFromBg)); + foreach (var s in _s.ChosenSkills.OrderBy(x => x.ToString())) + { + // Map enum → snake_case JSON id; otherwise SleightOfHand / + // AnimalHandling lose their hover descriptions because the + // CodexCopy switch is keyed on the JSON form. + string id = CodexCopy.SkillIdToJson(s); + chips.Add(new HoverableChip(_atlas, popover, + CodexCopy.SkillName(id), + CodexCopy.SkillName(id), + CodexCopy.SkillDescription(id), + "CLASS", + ChipKind.SkillFromClass)); + } + col.Add(chips); + return col; + } + + private CodexWidget BuildStatStrip() + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel("ABILITIES", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(new StatStrip(_s, _atlas)); + return col; + } +} + +/// +/// Six-cell strip (one per ability) with name, final score, and signed +/// modifier. Used in the aside panel and on the review step. +/// +internal sealed class StatStrip : CodexWidget +{ + private readonly CodexCharacterCreationScreen _s; + private readonly CodexAtlas _atlas; + + public StatStrip(CodexCharacterCreationScreen s, CodexAtlas atlas) { _s = s; _atlas = atlas; } + + protected override Point MeasureCore(Point available) => new(available.X, 50); + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + var abFont = CodexFonts.MonoTagSmall; + var scoreFont = CodexFonts.DisplayMedium; + var modFont = CodexFonts.MonoTagSmall; + int cellW = (Bounds.Width - 5 * 4) / 6; + for (int i = 0; i < CodexCopy.AbilityOrder.Length; i++) + { + var ab = CodexCopy.AbilityOrder[i]; + int x = Bounds.X + i * (cellW + 4); + var rect = new Rectangle(x, Bounds.Y, cellW, Bounds.Height); + sb.Draw(_atlas.Pixel, rect, CodexColors.Bg); + DrawBorder(sb, rect, CodexColors.Rule, 1); + + string ablab = ab.ToString(); + var s1 = abFont.MeasureString(ablab); + abFont.DrawText(sb, ablab, new Vector2(rect.X + (rect.Width - s1.X) / 2f, rect.Y + 4), CodexColors.InkMute); + + int? base_ = _s.StatAssign.TryGetValue(ab, out var v) ? v : (int?)null; + int total = (base_ ?? 0) + _s.TotalBonus(ab); + int mod = AbilityScores.Mod(total); + string scoreText = base_ is null ? "—" : total.ToString(); + string modText = base_ is null ? "" : ((mod >= 0 ? "+" : "") + mod); + + var s2 = scoreFont.MeasureString(scoreText); + scoreFont.DrawText(sb, scoreText, new Vector2(rect.X + (rect.Width - s2.X) / 2f, rect.Y + 16), CodexColors.Ink); + if (modText.Length > 0) + { + var s3 = modFont.MeasureString(modText); + modFont.DrawText(sb, modText, new Vector2(rect.X + (rect.Width - s3.X) / 2f, rect.Bottom - modFont.LineHeight - 4), + mod >= 0 ? CodexColors.Seal : CodexColors.InkMute); + } + } + } + + private void DrawBorder(SpriteBatch sb, Rectangle r, Color c, int t) + { + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Bottom - t, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, t, r.Height), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.Right - t, r.Y, t, r.Height), c); + } +} diff --git a/Theriapolis.Game/CodexUI/Screens/CodexCharacterCreationScreen.cs b/Theriapolis.Game/CodexUI/Screens/CodexCharacterCreationScreen.cs new file mode 100644 index 0000000..770b67b --- /dev/null +++ b/Theriapolis.Game/CodexUI/Screens/CodexCharacterCreationScreen.cs @@ -0,0 +1,595 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Drag; +using Theriapolis.Game.CodexUI.Steps; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.Screens; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Screens; + +/// +/// Custom-rendered character-creation wizard. State model is a verbatim port +/// of (the Myra version); only the +/// rendering swaps to CodexUI primitives. Layout: codex header, 7-step +/// stepper, two-column body (page main + aside summary), nav bar at the +/// bottom. Each step is a separate file under Steps/ that builds +/// its own widget subtree against this screen's mutable state. +/// +public sealed class CodexCharacterCreationScreen : CodexScreen +{ + public ulong Seed { get; } + + // Loaded content + public ContentResolver Content { get; private set; } = null!; + public CladeDef[] Clades { get; private set; } = null!; + public SpeciesDef[] AllSpecies { get; private set; } = null!; + public ClassDef[] Classes { get; private set; } = null!; + public BackgroundDef[] Backgrounds { get; private set; } = null!; + + // Wizard state + public int Step; + public CladeDef? Clade; + public SpeciesDef? Species; + public ClassDef? Class; + public BackgroundDef? Background; + public string Name = "Wanderer"; + + // Stat assignment state + public bool UseRoll; + public readonly System.Collections.Generic.List StatPool = new(); + public readonly System.Collections.Generic.Dictionary StatAssign = new(); + public readonly System.Collections.Generic.List StatHistory = new(); + public int? PendingPoolIdx; + + // Skill state + public readonly System.Collections.Generic.HashSet ChosenSkills = new(); + + // Scroll position for the body's scroll panel. Survives any + // InvalidateLayout-triggered rebuild within the same step (so + // selecting a clade or dropping an ability die doesn't bounce the + // page back to the top); reset to zero on step change. + private int _bodyScrollOffset; + + // Same idea for the right-column aside summary, which can grow taller + // than the viewport once enough trait/feature/skill chips appear. + // Persisted across rebuilds; not reset on step change because the + // aside content keeps growing as more folios are completed. + private int _asideScrollOffset; + + /// + /// Popover layer for hover trigger widgets in the right-column aside. + /// Exposed so can attach hover triggers to + /// the same parchment-and-gilt popover the page-main cards use. + /// + public CodexHoverPopover AsidePopover => Popover ?? throw new System.InvalidOperationException("AsidePopover accessed before BuildRoot."); + + // Stat-roll seeding (Phase 5 plan §4.2) + private readonly long _gameStartMs; + private long _msAtScreenOpen; + + public static readonly string[] StepNames = new[] + { + "Clade", "Species", "Calling", "History", "Abilities", "Skills", "Sign", + }; + + public CodexCharacterCreationScreen(ulong seed) + { + Seed = seed; + _gameStartMs = System.Environment.TickCount64; + } + + public override void Initialize(Game1 game) + { + var loader = new ContentLoader(game.ContentDataDirectory); + Content = new ContentResolver(loader); + Clades = Content.Clades.Values.OrderBy(c => c.Id).ToArray(); + AllSpecies = Content.Species.Values.OrderBy(s => s.Id).ToArray(); + Classes = Content.Classes.Values.OrderBy(c => c.Id).ToArray(); + Backgrounds = Content.Backgrounds.Values.OrderBy(b => b.Id).ToArray(); + _msAtScreenOpen = System.Environment.TickCount64 - _gameStartMs; + + // No pre-filled clade / species / class / background. Defaults + // would let the player jump straight to the review step without + // ever interacting with the earlier folios; explicit selection + // gates each step via ValidateStep + the stepper's lock logic. + // Stat pool is initialised so the abilities folio has values to + // drag from once the player reaches it. + InitStandardArrayPool(); + + DragDrop.OnDrop += HandleDrop; + DragDrop.OnDropAnywhere += HandleDropAnywhere; + DragDrop.OnCancel += _ => { }; + + base.Initialize(game); + } + + // ── Layout ─────────────────────────────────────────────────────────── + + protected override CodexWidget BuildRoot() + { + Popover ??= new CodexHoverPopover(Atlas); + Popover.UpdateViewport(Game.GraphicsDevice.Viewport.Bounds); + + // Header + var headerRow = new Row { Spacing = 16, VAlignChildren = VAlign.Bottom, Padding = new Thickness(36, 22, 36, 18) }; + headerRow.Add(new CodexLabel("THERIAPOLIS — Codex of Becoming", CodexFonts.DisplayLarge, CodexColors.Ink)); + headerRow.Add(new CodexLabel($"FOLIO {Romanize(Step + 1)} OF VII · SEED 0x{Seed:X}", + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + + // Stepper — locked steps are anything beyond the first incomplete folio. + // We deliberately ignore the player's current `Step` here: the lock + // depends only on whether earlier folios are valid. Pre-filled defaults + // would make every step pass validation without interaction; removing + // them in Initialize is what makes this gate actually gate. + var stepper = new CodexStepper(StepNames, Atlas) { Current = Step }; + int firstIncomplete = -1; + for (int j = 0; j < StepNames.Length; j++) + if (ValidateStep(j) is not null) { firstIncomplete = j; break; } + for (int i = 0; i < StepNames.Length; i++) + { + stepper.Complete[i] = ValidateStep(i) is null && i != Step; + stepper.Locked[i] = firstIncomplete != -1 && firstIncomplete < i; + } + stepper.OnPick = NavigateTo; + + // Body — two-column layout, both columns are independently + // scrollable. The body offsets are restored from saved state so + // an interaction that triggers InvalidateLayout (selecting a + // clade, dropping a die into an ability slot) doesn't bounce + // the user to the top of either column. + // + // Bottom padding is zero on purpose: the ScrollPanel's mouse clip + // matches its own bounds, so any column-padding gap below the + // panel becomes a region where chips can render visibly (no + // scissor) but reject hover (cursor outside the clip). With the + // panel reaching all the way down to the body's bottom edge — + // which sits exactly atop the nav bar's hairline rule — chips + // that scroll past it disappear under the nav bar's opaque mask + // instead of leaking into a padding strip. + var body = new TwoColumn(Atlas) { LeftPad = new Thickness(36, 28, 36, 0), RightPad = new Thickness(28, 28, 28, 0) }; + + var leftScroll = new ScrollPanel(Atlas, BuildCurrentStep()); + leftScroll.SetInitialScroll(_bodyScrollOffset); + leftScroll.OnScrollChanged = o => _bodyScrollOffset = o; + body.Left = leftScroll; + + var rightScroll = new ScrollPanel(Atlas, new CodexAside(this, Atlas).Build()); + rightScroll.SetInitialScroll(_asideScrollOffset); + rightScroll.OnScrollChanged = o => _asideScrollOffset = o; + body.Right = rightScroll; + + // Nav bar + var navBar = BuildNavBar(); + + // Wrap everything in a custom root that gives the body whatever + // height is left after header + stepper + nav. Without this the + // body's measured height was its full content height (often >2× + // the viewport), so cards in row 2/3 sat below the visible window. + return new CodexRootLayout(Atlas, headerRow, stepper, body, navBar); + } + + private CodexWidget BuildCurrentStep() => Step switch + { + 0 => StepClade.Build(this, Atlas, Popover!), + 1 => StepSpecies.Build(this, Atlas, Popover!), + 2 => StepClass.Build(this, Atlas, Popover!), + 3 => StepBackground.Build(this, Atlas, Popover!), + 4 => StepStats.Build(this, Atlas, Popover!, DragDrop), + 5 => StepSkills.Build(this, Atlas, Popover!), + 6 => StepReview.Build(this, Atlas, Popover!), + _ => new CodexLabel("(unknown step)", CodexFonts.SerifBody), + }; + + private CodexWidget BuildNavBar() + { + var row = new Row + { + Spacing = 16, + Padding = new Thickness(36, 16, 36, 16), + VAlignChildren = VAlign.Middle, + }; + + var back = new CodexButton("‹ Back", Atlas, CodexButtonVariant.Ghost, + onClick: () => NavigateTo(System.Math.Max(0, Step - 1)), + fixedWidth: 120); + back.Enabled = Step > 0; + row.Add(back); + + // Status label + var stepError = ValidateStep(Step); + bool allValid = AllStepsValid(); + string status = stepError is not null + ? "✘ " + stepError + : (Step < 6 ? "Folio complete" : (allValid ? "Ready to sign" : "Some folios remain")); + Color statusColor = stepError is not null ? CodexColors.Seal : CodexColors.InkMute; + var statusLabel = new CodexLabel(status, CodexFonts.MonoTag, statusColor) { HAlign = HAlign.Center }; + // Make the label expand by wrapping in a stretched Padding + var spacer = new Padding(statusLabel, new Thickness(60, 0, 60, 0)); + row.Add(spacer); + + if (Step < StepNames.Length - 1) + { + var next = new CodexButton("Next ›", Atlas, CodexButtonVariant.Ghost, + onClick: () => NavigateTo(Step + 1), fixedWidth: 140); + next.Enabled = stepError is null; + row.Add(next); + } + else + { + var confirm = new CodexButton("Confirm & Begin", Atlas, CodexButtonVariant.Primary, + onClick: OnConfirm, fixedWidth: 220); + confirm.Enabled = allValid; + row.Add(confirm); + } + return row; + } + + private void NavigateTo(int s) + { + Step = s; + _bodyScrollOffset = 0; // each folio starts at the top + InvalidateLayout(); + } + + public override void Update(GameTime gameTime) + { + base.Update(gameTime); + if (Input.KeyJustPressed(Keys.Escape)) Game.Screens.Pop(); + } + + // ── State helpers ──────────────────────────────────────────────────── + + public void InitStandardArrayPool() + { + StatPool.Clear(); + foreach (int v in AbilityScores.StandardArray) StatPool.Add(v); + StatAssign.Clear(); + PendingPoolIdx = null; + } + + public void RollAndPool() + { + ulong msNow = (ulong)(System.Environment.TickCount64 - _gameStartMs); + var rng = SeededRng.ForSubsystem(Seed, C.RNG_STAT_ROLL ^ msNow); + var vals = new int[6]; + for (int i = 0; i < 6; i++) vals[i] = CharacterBuilder.Roll4d6DropLowest(rng); + StatHistory.Add(vals); + StatPool.Clear(); + foreach (var v in vals) StatPool.Add(v); + StatAssign.Clear(); + PendingPoolIdx = null; + } + + public void AutoAssignByClassPriority() + { + var primary = Class?.PrimaryAbility ?? System.Array.Empty(); + var order = new System.Collections.Generic.List(); + foreach (var p in primary) order.Add(p.ToUpperInvariant()); + foreach (var a in new[] { "CON", "DEX", "STR", "WIS", "INT", "CHA" }) + if (!order.Contains(a)) order.Add(a); + + var available = StatPool.OrderByDescending(x => x).ToList(); + var emptyAbilities = new System.Collections.Generic.List(); + foreach (var s in order) + if (TryParseAbility(s, out var ab) && !StatAssign.ContainsKey(ab)) + emptyAbilities.Add(ab); + + for (int i = 0; i < emptyAbilities.Count && i < available.Count; i++) + StatAssign[emptyAbilities[i]] = available[i]; + + StatPool.Clear(); + for (int i = emptyAbilities.Count; i < available.Count; i++) StatPool.Add(available[i]); + PendingPoolIdx = null; + } + + public void ClearAssignments() + { + foreach (var v in StatAssign.Values) StatPool.Add(v); + StatAssign.Clear(); + PendingPoolIdx = null; + } + + private void HandleDrop(object payload, string targetId) + { + if (payload is not StatPoolPayload p) return; + if (targetId.StartsWith("ability:")) + { + string abStr = targetId.Substring("ability:".Length); + if (!System.Enum.TryParse(abStr, out var dest)) return; + if (p.Source == "pool" && p.PoolIdx is int idx && idx < StatPool.Count) + { + if (StatAssign.TryGetValue(dest, out var existing)) + StatPool.Add(existing); + StatPool.RemoveAt(idx); + StatAssign[dest] = p.Value; + } + else if (p.Source == "slot" && p.Ability is AbilityId src) + { + if (src == dest) return; + int srcVal = p.Value; + if (StatAssign.TryGetValue(dest, out var destVal)) + { + StatAssign[dest] = srcVal; + StatAssign[src] = destVal; + } + else + { + StatAssign[dest] = srcVal; + StatAssign.Remove(src); + } + } + InvalidateLayout(); + } + else if (targetId == "pool") + { + if (p.Source == "slot" && p.Ability is AbilityId src && StatAssign.TryGetValue(src, out var v)) + { + StatPool.Add(v); + StatAssign.Remove(src); + InvalidateLayout(); + } + } + } + + private void HandleDropAnywhere(object payload, Point screenPos) + { + // No-op — payload silently bounces back when dropped outside any registered target. + } + + // ── Validation ─────────────────────────────────────────────────────── + + public string? ValidateStep(int i) + { + if (i == 0) return Clade is null ? "Pick a clade." : null; + if (i == 1) return Species is null ? "Pick a species." : null; + if (i == 2) return Class is null ? "Pick a calling." : null; + if (i == 3) return Background is null ? "Pick a background." : null; + if (i == 4) return StatAssign.Count == 6 ? null : $"Assign all six abilities ({StatAssign.Count}/6)."; + if (i == 5) + { + int need = Class?.SkillsChoose ?? 0; + return ChosenSkills.Count == need ? null : $"Pick exactly {need} skill(s) ({ChosenSkills.Count}/{need})."; + } + if (i == 6) return string.IsNullOrWhiteSpace(Name) ? "Enter a name." : null; + return null; + } + + public bool AllStepsValid() + { + for (int i = 0; i < StepNames.Length; i++) if (ValidateStep(i) is not null) return false; + return true; + } + + private void OnConfirm() + { + if (!AllStepsValid()) return; + var b = new CharacterBuilder + { + Clade = Clade, + Species = Species, + ClassDef = Class, + Background = Background, + BaseAbilities = new AbilityScores( + StatAssign.GetValueOrDefault(AbilityId.STR), + StatAssign.GetValueOrDefault(AbilityId.DEX), + StatAssign.GetValueOrDefault(AbilityId.CON), + StatAssign.GetValueOrDefault(AbilityId.INT), + StatAssign.GetValueOrDefault(AbilityId.WIS), + StatAssign.GetValueOrDefault(AbilityId.CHA)), + Name = Name, + }; + foreach (var s in ChosenSkills) b.ChooseSkill(s); + var character = b.Build(Content.Items); + + Game.Screens.Pop(); + Game.Screens.Push(new WorldGenProgressScreen(Seed, pendingCharacter: character, pendingName: Name)); + } + + // Helpers + public int CladeMod(AbilityId ab) => ModFromDict(Clade?.AbilityMods, ab); + public int SpeciesMod(AbilityId ab) => ModFromDict(Species?.AbilityMods, ab); + public int TotalBonus(AbilityId ab) => CladeMod(ab) + SpeciesMod(ab); + public bool IsPrimary(AbilityId ab) => Class?.PrimaryAbility.Contains(ab.ToString()) == true; + + public static int ModFromDict(System.Collections.Generic.IReadOnlyDictionary? d, AbilityId ab) + { + if (d is null) return 0; + return d.TryGetValue(ab.ToString(), out var v) ? v : 0; + } + + private static bool TryParseAbility(string raw, out AbilityId id) + { + switch (raw.ToUpperInvariant()) + { + case "STR": id = AbilityId.STR; return true; + case "DEX": id = AbilityId.DEX; return true; + case "CON": id = AbilityId.CON; return true; + case "INT": id = AbilityId.INT; return true; + case "WIS": id = AbilityId.WIS; return true; + case "CHA": id = AbilityId.CHA; return true; + default: id = AbilityId.STR; return false; + } + } + + public static System.Collections.Generic.IEnumerable AllSkillIds() => new[] + { + "athletics", "acrobatics", "sleight_of_hand", "stealth", + "arcana", "history", "investigation", "nature", "religion", + "animal_handling", "insight", "medicine", "perception", "survival", + "deception", "intimidation", "performance", "persuasion", + }; + + public static string Romanize(int n) => CodexCopy.Romanize(n); +} + +/// +/// Two-column body layout: page-main (flex) on the left, fixed-width aside +/// panel on the right. Mirrors the React design's .page grid. Takes +/// whatever height the parent assigns (so the page-main scroll panel +/// scrolls within a viewport-bounded region) rather than expanding to its +/// content's natural height. +/// +internal sealed class TwoColumn : CodexWidget +{ + public CodexWidget? Left; + public CodexWidget? Right; + public Thickness LeftPad; + public Thickness RightPad; + private readonly CodexAtlas _atlas; + public TwoColumn(CodexAtlas atlas) { _atlas = atlas; } + + protected override Point MeasureCore(Point available) + { + int rightW = CodexDensity.AsideWidth; + int leftW = available.X - rightW; + Left?.Measure(new Point(leftW - LeftPad.HorizontalSum(), available.Y - LeftPad.VerticalSum())); + Right?.Measure(new Point(rightW - RightPad.HorizontalSum(), available.Y - RightPad.VerticalSum())); + return new Point(available.X, available.Y); + } + + protected override void ArrangeCore(Rectangle bounds) + { + int rightW = CodexDensity.AsideWidth; + int leftW = bounds.Width - rightW; + Left?.Arrange(new Rectangle( + bounds.X + LeftPad.Left, + bounds.Y + LeftPad.Top, + leftW - LeftPad.HorizontalSum(), + bounds.Height - LeftPad.VerticalSum())); + Right?.Arrange(new Rectangle( + bounds.X + leftW + RightPad.Left, + bounds.Y + RightPad.Top, + rightW - RightPad.HorizontalSum(), + bounds.Height - RightPad.VerticalSum())); + } + + public override void Update(GameTime gt, CodexInput input) + { + Left?.Update(gt, input); + Right?.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Body fill — paint the lighter parchment Bg behind both columns + // so cards (Bg2) sit on a flat surface with clear contrast, + // independent of the screen's BgDeep clear. + sb.Draw(_atlas.Pixel, Bounds, CodexColors.Bg); + + // Vertical rule between left and right + int rightW = CodexDensity.AsideWidth; + int leftW = Bounds.Width - rightW; + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X + leftW, Bounds.Y, 1, Bounds.Height), CodexColors.Rule); + + Left?.Draw(sb, gt); + Right?.Draw(sb, gt); + } +} + +internal sealed class RuleLine : CodexWidget +{ + private readonly CodexAtlas _atlas; + public RuleLine(CodexAtlas atlas) { _atlas = atlas; } + protected override Point MeasureCore(Point available) => new(available.X, 1); + protected override void ArrangeCore(Rectangle bounds) { } + public override void Draw(SpriteBatch sb, GameTime gt) => sb.Draw(_atlas.Pixel, Bounds, CodexColors.Rule); +} + +/// +/// Wizard-shaped root layout: header at the top, stepper under it, body +/// fills the middle, nav bar at the bottom. Header / stepper / nav take +/// their measured size; body gets whatever height is left over so it +/// always fits the viewport (instead of overflowing when its content is +/// taller than the window). The stepper and nav bar paint opaque +/// parchment backgrounds that mask any scroll-panel overflow above / +/// below the body's clipped region — cheaper than configuring a scissor- +/// enabled rasterizer and re-Begin-ing the SpriteBatch. +/// +internal sealed class CodexRootLayout : CodexWidget +{ + private readonly CodexAtlas _atlas; + public CodexWidget Header; + public CodexWidget Stepper; + public CodexWidget Body; + public CodexWidget NavBar; + + public CodexRootLayout(CodexAtlas atlas, CodexWidget header, CodexWidget stepper, CodexWidget body, CodexWidget navBar) + { + _atlas = atlas; + Header = header; + Stepper = stepper; + Body = body; + NavBar = navBar; + Header.Parent = this; Stepper.Parent = this; Body.Parent = this; NavBar.Parent = this; + } + + protected override Point MeasureCore(Point available) + { + var hs = Header.Measure(available); + var ss = Stepper.Measure(available); + var ns = NavBar.Measure(available); + int bodyH = System.Math.Max(0, available.Y - hs.Y - ss.Y - ns.Y - 2); // 2 = top/bottom rules + Body.Measure(new Point(available.X, bodyH)); + return new Point(available.X, available.Y); + } + + protected override void ArrangeCore(Rectangle bounds) + { + int y = bounds.Y; + Header.Arrange(new Rectangle(bounds.X, y, bounds.Width, Header.DesiredSize.Y)); + y += Header.DesiredSize.Y; + // Header bottom rule + y += 1; + Stepper.Arrange(new Rectangle(bounds.X, y, bounds.Width, Stepper.DesiredSize.Y)); + y += Stepper.DesiredSize.Y; + int navY = bounds.Bottom - NavBar.DesiredSize.Y; + Body.Arrange(new Rectangle(bounds.X, y, bounds.Width, navY - y - 1)); + // Nav top rule on (navY - 1). + NavBar.Arrange(new Rectangle(bounds.X, navY, bounds.Width, NavBar.DesiredSize.Y)); + } + + public override void Update(GameTime gt, CodexInput input) + { + // Clip the body's mouse hit-testing to its own rectangle so cards + // scrolled under the stepper / nav bar don't receive clicks that + // visually land on the chrome above or below them. Without this, + // clicking a stepper bullet would also fire the OnClick of any + // card whose bounds (at their scroll-offset position) happen to + // intersect the cursor — even though the card is masked from view. + input.SetMouseClip(Body.Bounds); + Body.Update(gt, input); + input.ClearMouseClip(); + + Header.Update(gt, input); + Stepper.Update(gt, input); + NavBar.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Body draws first; chrome paints over any scroll overflow. + Body.Draw(sb, gt); + + // Header: opaque parchment band + bottom hairline rule + text. + var headerRect = new Rectangle(Header.Bounds.X, Header.Bounds.Y, Header.Bounds.Width, Header.Bounds.Height); + sb.Draw(_atlas.Pixel, headerRect, CodexColors.Bg); + sb.Draw(_atlas.Pixel, new Rectangle(headerRect.X, headerRect.Bottom, headerRect.Width, 1), CodexColors.Rule); + Header.Draw(sb, gt); + + // Stepper paints its own opaque parchment background. + Stepper.Draw(sb, gt); + + // Nav bar: opaque parchment band + top hairline rule + buttons. + sb.Draw(_atlas.Pixel, new Rectangle(NavBar.Bounds.X, NavBar.Bounds.Y - 1, NavBar.Bounds.Width, 1), CodexColors.Rule); + sb.Draw(_atlas.Pixel, NavBar.Bounds, CodexColors.Bg); + NavBar.Draw(sb, gt); + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepBackground.cs b/Theriapolis.Game/CodexUI/Steps/StepBackground.cs new file mode 100644 index 0000000..7e2db25 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepBackground.cs @@ -0,0 +1,50 @@ +using Theriapolis.Core.Data; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step IV — Background. Two-column grid of background cards: name + flavor +/// paragraph + named feature chip + sealed-skill chips. +/// +public static class StepBackground +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro( + "Folio IV — Of Histories", + "Choose your Background", + "Where the clade gives you body and the calling gives you craft, the background gives you a past — debts, contacts, scars, the way you sleep.")); + + var grid = new Grid { Columns = 2 }; + foreach (var b in s.Backgrounds) grid.Add(BuildCard(s, atlas, popover, b)); + col.Add(grid); + return col; + } + + private static CodexWidget BuildCard(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, BackgroundDef b) + { + var content = new Column { Spacing = 8 }; + content.Add(new CodexLabel(b.Name, CodexFonts.DisplayMedium, CodexColors.Ink)); + if (!string.IsNullOrEmpty(b.Flavor)) + content.Add(new CodexLabel(b.Flavor, CodexFonts.SerifItalic, CodexColors.InkSoft)); + + content.Add(new CodexLabel("FEATURE", CodexFonts.MonoTagSmall, CodexColors.InkMute)); + var featRow = new WrapRow(); + featRow.Add(new HoverableChip(atlas, popover, b.FeatureName, b.FeatureName, b.FeatureDescription, "FEATURE", ChipKind.BgFeature)); + content.Add(featRow); + + content.Add(new CodexLabel("SKILLS", CodexFonts.MonoTagSmall, CodexColors.InkMute)); + var skills = new WrapRow(); + foreach (var sk in b.SkillProficiencies) + skills.Add(new HoverableChip(atlas, popover, CodexCopy.SkillName(sk), CodexCopy.SkillName(sk), CodexCopy.SkillDescription(sk), "BACKGROUND", ChipKind.SkillFromBg)); + content.Add(skills); + + return new CodexCard(atlas, content, s.Background == b, + onClick: () => { s.Background = b; s.InvalidateLayout(); }); + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepClade.cs b/Theriapolis.Game/CodexUI/Steps/StepClade.cs new file mode 100644 index 0000000..2c7d2ad --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepClade.cs @@ -0,0 +1,211 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core.Data; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step I — Clade. Two grouped grids (Predators / Prey) of clade cards, +/// each card showing the clade name + kind + ability mods + language chips +/// + trait chips. Selection swaps the species default to the first species +/// belonging to that clade. +/// +public static class StepClade +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro("Folio I — Of Bloodlines", "Choose your Clade", + "The seven great families of Theriapolis. Your clade is the body you were born to — the broad shape of your gait, the fall of your shadow, the words your scent carries before you speak.")); + + col.Add(new CodexLabel("PREDATORS", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(BuildGrid(s, atlas, popover, "predator")); + col.Add(new CodexLabel("PREY", CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(BuildGrid(s, atlas, popover, "prey")); + return col; + } + + private static CodexWidget BuildGrid(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, string kind) + { + var grid = new Grid { Columns = 3 }; + foreach (var c in s.Clades) + { + if (c.Kind != kind) continue; + grid.Add(BuildCard(s, atlas, popover, c)); + } + return grid; + } + + private static CodexWidget BuildCard(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, CladeDef c) + { + var content = new Column { Spacing = 8 }; + + // Header: sigil + name/kind + var headerRow = new Row { Spacing = 12, VAlignChildren = VAlign.Top }; + headerRow.Add(new SigilWidget(atlas, c.Id)); + var titleCol = new Column { Spacing = 2 }; + titleCol.Add(new CodexLabel(c.Name, CodexFonts.DisplayMedium, CodexColors.Ink)); + titleCol.Add(new CodexLabel(c.Kind.ToUpperInvariant(), CodexFonts.MonoTagSmall, CodexColors.InkMute)); + headerRow.Add(titleCol); + content.Add(headerRow); + + // Mods row + if (c.AbilityMods.Count > 0) + { + var mods = new WrapRow(); + foreach (var kv in c.AbilityMods) + mods.Add(new ModChipMini(atlas, kv.Key, kv.Value)); + content.Add(mods); + } + + // Languages + content.Add(new CodexLabel("LANGUAGES", CodexFonts.MonoTagSmall, CodexColors.InkMute)); + var langs = new WrapRow(); + foreach (var l in c.Languages) + langs.Add(new HoverableChip(atlas, popover, CodexCopy.LanguageName(l), CodexCopy.LanguageName(l), CodexCopy.LanguageDescription(l), null, ChipKind.Language)); + content.Add(langs); + + // Traits + content.Add(new CodexLabel("TRAITS", CodexFonts.MonoTagSmall, CodexColors.InkMute)); + var traits = new WrapRow(); + foreach (var t in c.Traits) + traits.Add(new HoverableChip(atlas, popover, t.Name, t.Name, t.Description, null, ChipKind.Trait)); + foreach (var t in c.Detriments) + traits.Add(new HoverableChip(atlas, popover, t.Name, t.Name, t.Description, "DETRIMENT", ChipKind.TraitDetriment)); + content.Add(traits); + + bool isSelected = s.Clade == c; + var card = new CodexCard(atlas, content, isSelected, + onClick: () => + { + s.Clade = c; + // If the previously-picked species belongs to a different + // clade, drop it — but never auto-pick a new species. The + // user must visit the Species folio explicitly so the + // Calling step stays locked behind that decision. + if (s.Species is not null && s.Species.CladeId != c.Id) + s.Species = null; + s.InvalidateLayout(); + }); + card.CornerSigil = atlas.SigilFor(c.Id); + return card; + } +} + +/// Renders the clade sigil placeholder + a centred initial letter. +internal sealed class SigilWidget : CodexWidget +{ + private readonly CodexAtlas _atlas; + private readonly string _cladeId; + public SigilWidget(CodexAtlas atlas, string cladeId) { _atlas = atlas; _cladeId = cladeId; } + + protected override Point MeasureCore(Point available) => new(56, 56); + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + sb.Draw(_atlas.SigilFor(_cladeId), Bounds, Color.White); + // Letter overlay so the placeholder is identifiable. + char ch = char.ToUpper(_cladeId.Length > 0 ? _cladeId[0] : '?'); + var font = CodexFonts.DisplayMedium; + var s = font.MeasureString(ch.ToString()); + font.DrawText(sb, ch.ToString(), + new Vector2(Bounds.X + (Bounds.Width - s.X) / 2f, Bounds.Y + (Bounds.Height - font.LineHeight) / 2f), + CodexColors.Ink); + } +} + +/// Inline mod pill drawn as `STR +1` / `DEX -1` etc. +internal sealed class ModChipMini : CodexWidget +{ + private readonly CodexAtlas _atlas; + private readonly string _label; + private readonly bool _positive; + private readonly SpriteFontBase _font = CodexFonts.MonoTagSmall; + + public ModChipMini(CodexAtlas atlas, string ab, int v) + { + _atlas = atlas; + _label = $"{ab} {(v >= 0 ? "+" : "")}{v}"; + _positive = v >= 0; + } + + protected override Point MeasureCore(Point available) + { + var s = _font.MeasureString(_label); + return new Point((int)s.X + 14, (int)System.MathF.Ceiling(_font.LineHeight) + 6); + } + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + var border = _positive ? CodexColors.Seal : CodexColors.InkMute; + var fill = CodexColors.Bg; + sb.Draw(_atlas.Pixel, Bounds, fill); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), border); + var s = _font.MeasureString(_label); + _font.DrawText(sb, _label, + new Vector2(Bounds.X + (Bounds.Width - s.X) / 2f, Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f), + _positive ? CodexColors.Seal : CodexColors.InkSoft); + } +} + +/// +/// Chip variant that drives the screen's popover when hovered. Acts as a +/// thin wrapper around plus a popover-show side +/// effect during update. +/// +internal sealed class HoverableChip : CodexWidget +{ + private readonly CodexChip _chip; + private readonly CodexHoverPopover _popover; + private readonly string _title, _body; + private readonly string? _tag; + private readonly bool _detriment; + + public HoverableChip(CodexAtlas atlas, CodexHoverPopover popover, string text, + string popTitle, string popBody, string? popTag, ChipKind kind) + { + _chip = new CodexChip(text, kind, atlas, popTitle, popBody, popTag); + _popover = popover; + _title = popTitle; + _body = popBody; + _tag = popTag; + _detriment = kind == ChipKind.TraitDetriment; + } + + public System.Action? OnClick { get => _chip.OnClick; set => _chip.OnClick = value; } + + protected override Point MeasureCore(Point available) => _chip.Measure(available); + protected override void ArrangeCore(Rectangle bounds) => _chip.Arrange(bounds); + + public override void Update(GameTime gt, CodexInput input) + { + _chip.Update(gt, input); + if (_chip.IsHovered && !string.IsNullOrEmpty(_body)) + _popover.Show(_chip.Bounds, _title, _body, _tag, _detriment); + } + + public override void Draw(SpriteBatch sb, GameTime gt) => _chip.Draw(sb, gt); +} + +/// Reusable page-intro block: small mono eyebrow, large display title, body paragraph. +public static class StepCommon +{ + public static CodexWidget PageIntro(string eyebrow, string title, string body) + { + var col = new Column { Spacing = 6 }; + col.Add(new CodexLabel(eyebrow.ToUpperInvariant(), CodexFonts.MonoTag, CodexColors.InkMute)); + col.Add(new CodexLabel(title, CodexFonts.DisplayLarge, CodexColors.Ink)); + col.Add(new CodexLabel(body, CodexFonts.SerifBody, CodexColors.InkSoft)); + return new Padding(col, new Thickness(0, 0, 0, 14)); + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepClass.cs b/Theriapolis.Game/CodexUI/Steps/StepClass.cs new file mode 100644 index 0000000..8361068 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepClass.cs @@ -0,0 +1,117 @@ +using Microsoft.Xna.Framework; +using Theriapolis.Core.Data; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step III — Calling. Two-column grid of class cards. Cards recommended +/// for the chosen clade get a small "★ Suits Clade" badge. Level-1 +/// features render as inline trait chips with hover popovers. +/// +public static class StepClass +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro( + "Folio III — Of Vocations", + "Choose your Calling", + "Eight callings exist within the Covenant. Each shapes how you fight, treat, parley, or unmake the world.")); + + var grid = new Grid { Columns = 2 }; + foreach (var c in s.Classes) grid.Add(BuildCard(s, atlas, popover, c)); + col.Add(grid); + return col; + } + + private static CodexWidget BuildCard(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, ClassDef c) + { + var content = new Column { Spacing = 8 }; + + var titleRow = new Row { Spacing = 8, VAlignChildren = VAlign.Middle }; + titleRow.Add(new CodexLabel(c.Name, CodexFonts.DisplayMedium, CodexColors.Ink)); + bool suits = s.Clade is not null && CodexCopy.IsSuited(c.Id, s.Clade.Id); + if (suits) titleRow.Add(new RecBadge(atlas)); + content.Add(titleRow); + + content.Add(new CodexLabel( + $"D{c.HitDie} · PRIMARY {string.Join("/", c.PrimaryAbility)} · SAVES {string.Join("/", c.Saves)}", + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + + // Level-1 features as trait chips + var lvl1 = System.Array.Find(c.LevelTable, e => e.Level == 1); + if (lvl1 is not null) + { + var chips = new WrapRow(); + foreach (var k in lvl1.Features) + { + if (k == "asi" || k == "subclass_select" || k == "subclass_feature") continue; + if (!c.FeatureDefinitions.TryGetValue(k, out var fd)) continue; + chips.Add(new HoverableChip(atlas, popover, fd.Name, fd.Name, fd.Description, fd.Kind?.ToUpperInvariant(), ChipKind.Trait)); + } + content.Add(chips); + } + + content.Add(new CodexLabel( + $"PICKS {c.SkillsChoose} SKILL{(c.SkillsChoose > 1 ? "S" : "")} · ARMOR: {string.Join(", ", c.ArmorProficiencies)}", + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + + return new CodexCard(atlas, content, s.Class == c, + onClick: () => + { + // If switching class, drop any previously-picked skills + // that aren't on the new class's option list — but never + // auto-pick. The Sign step must stay locked until the + // user explicitly visits the Skills folio. + if (s.Class != c) + { + s.Class = c; + var allowed = new System.Collections.Generic.HashSet(c.SkillOptions, System.StringComparer.OrdinalIgnoreCase); + var bgLocked = new System.Collections.Generic.HashSet( + s.Background?.SkillProficiencies ?? System.Array.Empty(), + System.StringComparer.OrdinalIgnoreCase); + s.ChosenSkills.RemoveWhere(sk => + { + string raw = sk.ToString().ToLowerInvariant(); + return !allowed.Contains(raw) || bgLocked.Contains(raw); + }); + } + s.InvalidateLayout(); + }); + } +} + +internal sealed class RecBadge : CodexWidget +{ + private readonly CodexAtlas _atlas; + private readonly FontStashSharp.SpriteFontBase _font = CodexFonts.MonoTagSmall; + private const string Text = "★ SUITS CLADE"; + + public RecBadge(CodexAtlas atlas) { _atlas = atlas; } + + protected override Point MeasureCore(Point available) + { + var s = _font.MeasureString(Text); + return new Point((int)s.X + 12, (int)System.MathF.Ceiling(_font.LineHeight) + 6); + } + protected override void ArrangeCore(Microsoft.Xna.Framework.Rectangle bounds) { } + + public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch sb, Microsoft.Xna.Framework.GameTime gt) + { + var fill = new Microsoft.Xna.Framework.Color(CodexColors.Gild.R, CodexColors.Gild.G, CodexColors.Gild.B, (byte)20); + sb.Draw(_atlas.Pixel, Bounds, fill); + sb.Draw(_atlas.Pixel, new Microsoft.Xna.Framework.Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), CodexColors.Gild); + sb.Draw(_atlas.Pixel, new Microsoft.Xna.Framework.Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), CodexColors.Gild); + sb.Draw(_atlas.Pixel, new Microsoft.Xna.Framework.Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), CodexColors.Gild); + sb.Draw(_atlas.Pixel, new Microsoft.Xna.Framework.Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), CodexColors.Gild); + var s = _font.MeasureString(Text); + _font.DrawText(sb, Text, + new Microsoft.Xna.Framework.Vector2(Bounds.X + (Bounds.Width - s.X) / 2f, + Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f), + CodexColors.Gild); + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepReview.cs b/Theriapolis.Game/CodexUI/Steps/StepReview.cs new file mode 100644 index 0000000..57a64af --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepReview.cs @@ -0,0 +1,250 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step VII — Sign. Name input + summary panels for lineage / calling / +/// abilities / skills / starting kit. Each panel has an Edit › link that +/// jumps the wizard back to the source step. +/// +public static class StepReview +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro( + "Folio VII — Of Names & Witness", + "Sign the Codex", + "Review your character. The name you sign here is the one the world will speak.")); + + // Name input + var nameBlock = new Column { Spacing = 4 }; + nameBlock.Add(new CodexLabel("NAME", CodexFonts.MonoTag, CodexColors.InkMute)); + var nameInput = new CodexTextBox(s.Name, atlas, fixedWidth: 480, onChanged: t => s.Name = t) + { + Placeholder = "Wanderer", + }; + nameBlock.Add(nameInput); + col.Add(nameBlock); + + // Lineage / Calling pair + var pair = new Grid { Columns = 2 }; + pair.Add(BuildBlock(atlas, "Lineage", () => s.Step = 0, s.InvalidateLayout, BuildLineage(s))); + pair.Add(BuildBlock(atlas, "Calling & History", () => s.Step = 2, s.InvalidateLayout, BuildCalling(s))); + col.Add(pair); + + // Final abilities + col.Add(BuildBlock(atlas, "Final Abilities", () => s.Step = 4, s.InvalidateLayout, new StatStrip(s, atlas))); + + // Skills — HoverableChip so the player can re-read each skill's + // codex flavour text without bouncing back to the Skills folio. + var skillsBlock = new WrapRow(); + if (s.Background is not null) + foreach (var sk in s.Background.SkillProficiencies) + skillsBlock.Add(new HoverableChip(atlas, popover, + CodexCopy.SkillName(sk), + CodexCopy.SkillName(sk), + CodexCopy.SkillDescription(sk), + "BACKGROUND", + ChipKind.SkillFromBg)); + foreach (var sk in s.ChosenSkills.OrderBy(x => x.ToString())) + { + string id = CodexCopy.SkillIdToJson(sk); + skillsBlock.Add(new HoverableChip(atlas, popover, + CodexCopy.SkillName(id), + CodexCopy.SkillName(id), + CodexCopy.SkillDescription(id), + "CLASS", + ChipKind.SkillFromClass)); + } + col.Add(BuildBlock(atlas, "Skills", () => s.Step = 5, s.InvalidateLayout, skillsBlock)); + + // Starting kit — each chip resolves the item def for description / + // properties / damage etc. and shows them on hover. + var kitBlock = new WrapRow(); + if (s.Class?.StartingKit is not null) + foreach (var entry in s.Class.StartingKit) + kitBlock.Add(new KitItemWidget(atlas, popover, entry, s.Content)); + col.Add(BuildBlock(atlas, "Starting Kit", () => s.Step = 2, s.InvalidateLayout, kitBlock)); + return col; + } + + private static CodexWidget BuildLineage(CodexCharacterCreationScreen s) + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel(s.Clade?.Name ?? "—", CodexFonts.DisplayMedium, CodexColors.Ink)); + col.Add(new CodexLabel( + (s.Species?.Name ?? "—") + (s.Species is not null ? $" · {CodexCopy.SizeLabel(s.Species.Size).ToUpperInvariant()}" : ""), + CodexFonts.SerifBody, CodexColors.InkSoft)); + return col; + } + + private static CodexWidget BuildCalling(CodexCharacterCreationScreen s) + { + var col = new Column { Spacing = 4 }; + col.Add(new CodexLabel(s.Class?.Name ?? "—", CodexFonts.DisplayMedium, CodexColors.Ink)); + col.Add(new CodexLabel( + (s.Class is not null ? $"D{s.Class.HitDie} · {string.Join("/", s.Class.PrimaryAbility)}" : ""), + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + col.Add(new CodexLabel(s.Background?.Name ?? "—", CodexFonts.SerifItalic, CodexColors.InkSoft)); + return col; + } + + private static CodexWidget BuildBlock(CodexAtlas atlas, string title, System.Action onEdit, System.Action onAfterEdit, CodexWidget body) + { + var inner = new Column { Spacing = 8 }; + var head = new Row { Spacing = 8, VAlignChildren = VAlign.Middle }; + head.Add(new CodexLabel(title, CodexFonts.DisplaySmall, CodexColors.Ink)); + var spacerL = new HSpacer(); + head.Add(spacerL); + head.Add(new EditLink(atlas, () => { onEdit(); onAfterEdit(); })); + inner.Add(head); + inner.Add(body); + return new CodexPanel(atlas, inner); + } +} + +internal sealed class EditLink : CodexWidget +{ + private readonly CodexAtlas _atlas; + private readonly FontStashSharp.SpriteFontBase _font = CodexFonts.MonoTagSmall; + private readonly System.Action _onClick; + private bool _hovered; + private const string Text = "EDIT ›"; + + public EditLink(CodexAtlas atlas, System.Action onClick) { _atlas = atlas; _onClick = onClick; } + + protected override Point MeasureCore(Point available) + { + var s = _font.MeasureString(Text); + return new Point((int)s.X + 6, (int)System.MathF.Ceiling(_font.LineHeight) + 4); + } + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + _hovered = ContainsPoint(input.MousePosition); + if (_hovered && input.LeftJustReleased) _onClick(); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + var s = _font.MeasureString(Text); + var color = _hovered ? CodexColors.GildBright : CodexColors.Gild; + _font.DrawText(sb, Text, new Vector2(Bounds.X, Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f), color); + } +} + +internal sealed class HSpacer : CodexWidget +{ + protected override Point MeasureCore(Point available) => new(System.Math.Max(0, available.X - 80), 1); + protected override void ArrangeCore(Rectangle bounds) { } +} + +internal sealed class KitItemWidget : CodexWidget +{ + private readonly CodexAtlas _atlas; + private readonly CodexHoverPopover _popover; + private readonly Theriapolis.Core.Data.StartingKitItem _entry; + private readonly Theriapolis.Core.Data.ItemDef? _itemDef; + private readonly FontStashSharp.SpriteFontBase _font = CodexFonts.SerifBody; + private readonly FontStashSharp.SpriteFontBase _qtyFont = CodexFonts.MonoTagSmall; + private bool _hovered; + + public KitItemWidget(CodexAtlas atlas, CodexHoverPopover popover, + Theriapolis.Core.Data.StartingKitItem entry, + Theriapolis.Core.Data.ContentResolver content) + { + _atlas = atlas; + _popover = popover; + _entry = entry; + // Item id may not resolve (forward-compat starting kits, missing + // entries) — gracefully fall back to a name-only popover. + content.Items.TryGetValue(entry.ItemId, out _itemDef); + } + + protected override Point MeasureCore(Point available) => new(160, 48); + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + _hovered = ContainsPoint(input.MousePosition); + if (_hovered) ShowPopover(); + } + + private void ShowPopover() + { + string title = CodexCopy.ItemName(_entry.ItemId); + string body = ComposePopoverBody(); + string? tag = _itemDef?.Kind?.ToUpperInvariant(); + _popover.Show(Bounds, title, body, tag); + } + + /// Compose a multi-line description from the item's stats and + /// the auto-equip slot. Falls back to the codex flavor description + /// when no kind-specific stats are available. + private string ComposePopoverBody() + { + var sb = new System.Text.StringBuilder(); + if (_entry.Qty > 1) sb.Append($"Quantity: ×{_entry.Qty}\n"); + if (_entry.AutoEquip) sb.Append($"Equipped to: {_entry.EquipSlot.Replace('_', ' ')}\n"); + + if (_itemDef is not null) + { + switch (_itemDef.Kind) + { + case "weapon": + sb.Append($"Damage: {_itemDef.Damage}"); + if (!string.IsNullOrEmpty(_itemDef.DamageType)) sb.Append(' ').Append(_itemDef.DamageType); + if (!string.IsNullOrEmpty(_itemDef.DamageVersatile)) + sb.Append($" ({_itemDef.DamageVersatile} two-handed)"); + sb.Append('\n'); + break; + case "armor": + sb.Append($"AC {_itemDef.AcBase}"); + if (_itemDef.AcMaxDex >= 0) sb.Append($" + DEX (max +{_itemDef.AcMaxDex})"); + if (_itemDef.MinStr > 0) sb.Append($" · Min STR {_itemDef.MinStr}"); + sb.Append('\n'); + break; + case "shield": + sb.Append($"+{_itemDef.AcBase} AC\n"); + break; + case "consumable": + if (!string.IsNullOrEmpty(_itemDef.Healing)) sb.Append($"Heals {_itemDef.Healing}\n"); + break; + } + if (_itemDef.Properties.Length > 0) + sb.Append("Properties: ").Append(string.Join(", ", _itemDef.Properties)).Append('\n'); + if (!string.IsNullOrEmpty(_itemDef.Description)) + sb.Append(_itemDef.Description); + } + if (sb.Length == 0) sb.Append("(no description)"); + return sb.ToString().TrimEnd('\n'); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + Color border = _hovered ? CodexColors.Gild + : _entry.AutoEquip ? CodexColors.Gild + : CodexColors.Rule; + sb.Draw(_atlas.Pixel, Bounds, CodexColors.Bg); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), border); + + _font.DrawText(sb, CodexCopy.ItemName(_entry.ItemId), + new Vector2(Bounds.X + 8, Bounds.Y + 6), CodexColors.Ink); + _qtyFont.DrawText(sb, "×" + _entry.Qty, + new Vector2(Bounds.X + 8, Bounds.Y + 22), CodexColors.InkMute); + if (_entry.AutoEquip) + _qtyFont.DrawText(sb, _entry.EquipSlot.ToUpperInvariant(), + new Vector2(Bounds.X + 8, Bounds.Bottom - _qtyFont.LineHeight - 4), + CodexColors.Gild); + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepSkills.cs b/Theriapolis.Game/CodexUI/Steps/StepSkills.cs new file mode 100644 index 0000000..dc7cdab --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepSkills.cs @@ -0,0 +1,94 @@ +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step VI — Skills. Two-column grid of , one +/// per ability. Each panel lists every skill governed by that ability with +/// its current . Background-sealed skills are +/// pre-checked and locked; class-pickable skills are toggleable up to the +/// class's SkillsChoose count. +/// +public static class StepSkills +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro( + "Folio VI — Of Trained Hands", + "Choose your Skills", + $"Your background grants {s.Background?.SkillProficiencies.Length ?? 0} skill(s) automatically (sealed). From your calling's offered list, choose {s.Class?.SkillsChoose ?? 0} more.")); + + // Meta line + var meta = new Row { Spacing = 16, VAlignChildren = VAlign.Middle, Padding = new Thickness(14, 12, 14, 12) }; + meta.Add(new CodexLabel($"{s.ChosenSkills.Count} / {s.Class?.SkillsChoose ?? 0} CHOSEN", CodexFonts.DisplaySmall, CodexColors.Ink)); + meta.Add(new CodexLabel($"+ {s.Background?.SkillProficiencies.Length ?? 0} SEALED BY BACKGROUND", + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + col.Add(new CodexPanel(atlas, meta)); + + // Skill groups by ability + var bgLocked = new System.Collections.Generic.HashSet( + s.Background?.SkillProficiencies ?? System.Array.Empty(), + System.StringComparer.OrdinalIgnoreCase); + var classOpts = new System.Collections.Generic.HashSet( + s.Class?.SkillOptions ?? System.Array.Empty(), + System.StringComparer.OrdinalIgnoreCase); + + var groupedByAbility = new System.Collections.Generic.Dictionary>(); + foreach (var ab in CodexCopy.AbilityOrder) groupedByAbility[ab] = new(); + foreach (var skillId in CodexCharacterCreationScreen.AllSkillIds()) + groupedByAbility[CodexCopy.SkillAbility(skillId)].Add(skillId); + + var grid = new Grid { Columns = 2 }; + foreach (var ab in CodexCopy.AbilityOrder) + grid.Add(BuildGroup(s, atlas, popover, ab, groupedByAbility[ab], bgLocked, classOpts)); + col.Add(grid); + return col; + } + + private static CodexWidget BuildGroup(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, + AbilityId ab, System.Collections.Generic.List skillIds, + System.Collections.Generic.HashSet bgLocked, + System.Collections.Generic.HashSet classOpts) + { + var inner = new Column { Spacing = 4 }; + inner.Add(new CodexLabel(CodexCopy.AbilityLabels[ab].ToUpperInvariant(), + CodexFonts.DisplaySmall, CodexColors.Ink)); + foreach (var skillId in skillIds) + { + bool fromBg = bgLocked.Contains(skillId); + bool fromClass = classOpts.Contains(skillId); + bool checkedNow; + try { checkedNow = s.ChosenSkills.Contains(SkillIdExtensions.FromJson(skillId)); } + catch { checkedNow = false; } + + var state = fromBg ? CheckboxState.LockedFromBg + : checkedNow ? CheckboxState.Checked + : !fromClass ? CheckboxState.Unavailable + : CheckboxState.Default; + + string sourceTag = fromBg ? "BACKGROUND" : (fromClass ? "CLASS" : "—"); + var row = new CodexCheckboxRow(CodexCopy.SkillName(skillId), sourceTag, state, atlas); + string sid = skillId; + row.OnClick = () => + { + SkillId enumId; + try { enumId = SkillIdExtensions.FromJson(sid); } catch { return; } + if (s.ChosenSkills.Contains(enumId)) s.ChosenSkills.Remove(enumId); + else if (s.ChosenSkills.Count < (s.Class?.SkillsChoose ?? 0)) s.ChosenSkills.Add(enumId); + s.InvalidateLayout(); + }; + row.OnHover = () => + popover.Show(row.Bounds, + CodexCopy.SkillName(sid), + CodexCopy.SkillDescription(sid), + CodexCopy.SkillAbility(sid).ToString()); + inner.Add(row); + } + return new CodexPanel(atlas, inner) { Inset = new Thickness(14, 12, 16, 12) }; + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepSpecies.cs b/Theriapolis.Game/CodexUI/Steps/StepSpecies.cs new file mode 100644 index 0000000..149e82d --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepSpecies.cs @@ -0,0 +1,55 @@ +using Theriapolis.Core.Data; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step II — Species. Card grid filtered to the selected clade. Each card +/// shows name + size + base speed + ability mods + traits. +/// +public static class StepSpecies +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro( + $"Folio II — Of Lineage within {s.Clade?.Name ?? "—"}", + "Choose your Species", + "Within every clade are kindreds — different statures, ranges, and inheritances. The species refines what the clade began.")); + + var grid = new Grid { Columns = 3 }; + foreach (var sp in s.AllSpecies.Where(x => s.Clade is null || x.CladeId == s.Clade.Id)) + grid.Add(BuildCard(s, atlas, popover, sp)); + col.Add(grid); + return col; + } + + private static CodexWidget BuildCard(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, SpeciesDef sp) + { + var content = new Column { Spacing = 8 }; + content.Add(new CodexLabel(sp.Name, CodexFonts.DisplayMedium, CodexColors.Ink)); + content.Add(new CodexLabel($"{CodexCopy.SizeLabel(sp.Size).ToUpperInvariant()} · {sp.BaseSpeedFt} FT.", + CodexFonts.MonoTagSmall, CodexColors.InkMute)); + + if (sp.AbilityMods.Count > 0) + { + var mods = new WrapRow(); + foreach (var kv in sp.AbilityMods) mods.Add(new ModChipMini(atlas, kv.Key, kv.Value)); + content.Add(mods); + } + + if (sp.Traits.Length > 0 || sp.Detriments.Length > 0) + { + var traits = new WrapRow(); + foreach (var t in sp.Traits) traits.Add(new HoverableChip(atlas, popover, t.Name, t.Name, t.Description, null, ChipKind.Trait)); + foreach (var t in sp.Detriments) traits.Add(new HoverableChip(atlas, popover, t.Name, t.Name, t.Description, "DETRIMENT", ChipKind.TraitDetriment)); + content.Add(traits); + } + + return new CodexCard(atlas, content, s.Species == sp, + onClick: () => { s.Species = sp; s.InvalidateLayout(); }); + } +} diff --git a/Theriapolis.Game/CodexUI/Steps/StepStats.cs b/Theriapolis.Game/CodexUI/Steps/StepStats.cs new file mode 100644 index 0000000..03f26e6 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Steps/StepStats.cs @@ -0,0 +1,269 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Drag; +using Theriapolis.Game.CodexUI.Widgets; +using Theriapolis.Game.CodexUI.Screens; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.CodexUI.Steps; + +/// +/// Step V — Abilities. Method tabs at the top, dashed-bordered pool of +/// draggable value tiles below, six ability rows (drop targets) below +/// that. The right side of the pool row hosts the inline action buttons: +/// Reroll (roll mode only), Auto-assign, Clear. +/// +public static class StepStats +{ + public static CodexWidget Build(CodexCharacterCreationScreen s, CodexAtlas atlas, CodexHoverPopover popover, DragDropController drag) + { + var col = new Column { Spacing = 14 }; + col.Add(StepCommon.PageIntro( + "Folio V — Of Aptitudes", + "Set your Abilities", + "Six numbers describe what your body and mind can do. Drag values from the pool onto the abilities — or click a value, then click an ability.")); + + // Method tabs + var tabs = new Row { Spacing = 0 }; + tabs.Add(new MethodTab("Standard Array", !s.UseRoll, atlas, + () => { s.UseRoll = false; s.InitStandardArrayPool(); s.InvalidateLayout(); })); + tabs.Add(new MethodTab("Roll 4d6 — drop lowest", s.UseRoll, atlas, + () => { s.UseRoll = true; s.RollAndPool(); s.InvalidateLayout(); })); + col.Add(tabs); + + // Pool row (with action buttons) + col.Add(new PoolBox(s, atlas, drag)); + + // Roll history + if (s.UseRoll && s.StatHistory.Count > 1) + { + string hist = string.Join(" ", s.StatHistory.Take(s.StatHistory.Count - 1).TakeLast(3).Select(h => "[" + string.Join(", ", h) + "]")); + col.Add(new CodexLabel("Previous rolls: " + hist, CodexFonts.MonoTagSmall, CodexColors.InkMute)); + } + + // Six ability rows + foreach (var ab in CodexCopy.AbilityOrder) + { + var row = new CodexAbilityRow(ab, atlas, drag) + { + Assigned = s.StatAssign.TryGetValue(ab, out var v) ? v : (int?)null, + Bonus = s.TotalBonus(ab), + LongName = CodexCopy.AbilityLabels[ab], + IsPrimary = s.IsPrimary(ab), + BonusSourceText = ComposeBonusSourceText(s, ab), + }; + row.OnSlotClick = () => + { + if (row.Assigned is int existing) + { + s.StatPool.Add(existing); + s.StatAssign.Remove(ab); + s.PendingPoolIdx = null; + s.InvalidateLayout(); + } + else if (s.PendingPoolIdx is int pidx && pidx < s.StatPool.Count) + { + s.StatAssign[ab] = s.StatPool[pidx]; + s.StatPool.RemoveAt(pidx); + s.PendingPoolIdx = null; + s.InvalidateLayout(); + } + }; + row.OnDragStart = payload => drag.BeginDrag(payload, (sb, p) => DrawDieGhost(sb, atlas, p, payload.Value)); + col.Add(row); + } + return col; + } + + private static string ComposeBonusSourceText(CodexCharacterCreationScreen s, AbilityId ab) + { + var parts = new System.Collections.Generic.List(); + int cm = s.CladeMod(ab); + int sm = s.SpeciesMod(ab); + if (cm != 0) parts.Add($"{s.Clade?.Name ?? "Clade"} {(cm >= 0 ? "+" : "")}{cm}"); + if (sm != 0) parts.Add($"{s.Species?.Name ?? "Species"} {(sm >= 0 ? "+" : "")}{sm}"); + return string.Join(" · ", parts); + } + + private static void DrawDieGhost(SpriteBatch sb, CodexAtlas atlas, Point cursor, int value) + { + var rect = new Rectangle(cursor.X - 28, cursor.Y - 28, 56, 56); + var border = CodexColors.Gild; + sb.Draw(atlas.Pixel, rect, new Color(CodexColors.Bg.R, CodexColors.Bg.G, CodexColors.Bg.B, (byte)200)); + sb.Draw(atlas.Pixel, new Rectangle(rect.X, rect.Y, rect.Width, 1), border); + sb.Draw(atlas.Pixel, new Rectangle(rect.X, rect.Bottom - 1, rect.Width, 1), border); + sb.Draw(atlas.Pixel, new Rectangle(rect.X, rect.Y, 1, rect.Height), border); + sb.Draw(atlas.Pixel, new Rectangle(rect.Right - 1, rect.Y, 1, rect.Height), border); + var font = CodexFonts.DisplayMedium; + string label = value.ToString(); + var sz = font.MeasureString(label); + font.DrawText(sb, label, new Vector2(rect.X + (rect.Width - sz.X) / 2f, rect.Y + (rect.Height - font.LineHeight) / 2f), CodexColors.Ink); + } +} + +internal sealed class MethodTab : CodexWidget +{ + private readonly string _label; + private readonly bool _active; + private readonly System.Action _onClick; + private readonly CodexAtlas _atlas; + private readonly FontStashSharp.SpriteFontBase _font = CodexFonts.DisplaySmall; + private bool _hovered; + + public MethodTab(string label, bool active, CodexAtlas atlas, System.Action onClick) + { + _label = label; + _active = active; + _atlas = atlas; + _onClick = onClick; + } + + protected override Point MeasureCore(Point available) + { + var s = _font.MeasureString(_label); + return new Point((int)s.X + 36, (int)System.MathF.Ceiling(_font.LineHeight) + 20); + } + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + _hovered = ContainsPoint(input.MousePosition); + if (_hovered && input.LeftJustReleased) _onClick(); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), CodexColors.Rule); + if (_active) + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 2, Bounds.Width, 2), CodexColors.Gild); + var color = _active ? CodexColors.Ink : (_hovered ? CodexColors.Gild : CodexColors.InkMute); + var s = _font.MeasureString(_label); + _font.DrawText(sb, _label, new Vector2(Bounds.X + (Bounds.Width - s.X) / 2f, + Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f - 2), + color); + } +} + +/// +/// Pool widget that holds the draggable value tiles + the inline action +/// buttons. Acts as a drop target so values dragged out of a slot can land +/// back in the pool. +/// +internal sealed class PoolBox : CodexWidget +{ + private readonly CodexCharacterCreationScreen _s; + private readonly CodexAtlas _atlas; + private readonly DragDropController _drag; + private readonly System.Collections.Generic.List _dice = new(); + private readonly System.Collections.Generic.List _actions = new(); + + public PoolBox(CodexCharacterCreationScreen s, CodexAtlas atlas, DragDropController drag) + { + _s = s; + _atlas = atlas; + _drag = drag; + } + + private void Rebuild() + { + _dice.Clear(); + for (int i = 0; i < _s.StatPool.Count; i++) + { + int idx = i; + int v = _s.StatPool[i]; + var die = new CodexPoolDie(v, idx, _atlas, _drag) + { + IsSelected = _s.PendingPoolIdx == idx, + }; + die.OnDragStart = _ => { /* drag begin handled inside the die */ }; + die.OnClick = () => { _s.PendingPoolIdx = (_s.PendingPoolIdx == idx ? null : (int?)idx); _s.InvalidateLayout(); }; + _dice.Add(die); + } + + _actions.Clear(); + if (_s.UseRoll) + _actions.Add(new CodexButton("Reroll", _atlas, CodexButtonVariant.Small, + onClick: () => { _s.RollAndPool(); _s.InvalidateLayout(); })); + var auto = new CodexButton("Auto-assign", _atlas, CodexButtonVariant.Small, + onClick: () => { _s.AutoAssignByClassPriority(); _s.InvalidateLayout(); }); + auto.Enabled = _s.StatPool.Count > 0; + _actions.Add(auto); + var clear = new CodexButton("Clear", _atlas, CodexButtonVariant.Small, + onClick: () => { _s.ClearAssignments(); _s.InvalidateLayout(); }); + clear.Enabled = _s.StatAssign.Count > 0; + _actions.Add(clear); + } + + protected override Point MeasureCore(Point available) + { + Rebuild(); + return new Point(available.X, 90); + } + + protected override void ArrangeCore(Rectangle bounds) + { + // Pool dice on the left, actions on the right. + int x = bounds.X + 14; + int y = bounds.Y + (bounds.Height - 56) / 2; + foreach (var d in _dice) + { + var s = d.Measure(new Point(56, 56)); + d.Arrange(new Rectangle(x, y, s.X, s.Y)); + x += s.X + CodexDensity.ColGap; + } + // Right-aligned action stack. + int rightX = bounds.X + bounds.Width - 14; + for (int i = _actions.Count - 1; i >= 0; i--) + { + var a = _actions[i]; + var s = a.Measure(new Point(160, 32)); + rightX -= s.X; + a.Arrange(new Rectangle(rightX, y + (56 - s.Y) / 2, s.X, s.Y)); + rightX -= 8; + } + } + + public override void Update(GameTime gt, CodexInput input) + { + foreach (var d in _dice) d.Update(gt, input); + foreach (var a in _actions) a.Update(gt, input); + if (_drag.IsDragging) _drag.RegisterTarget("pool", Bounds); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + bool over = _drag.IsDragging && Bounds.Contains(_drag.CursorPosition); + var fill = over + ? new Color(CodexColors.Seal.R, CodexColors.Seal.G, CodexColors.Seal.B, (byte)20) + : new Color(CodexColors.Gild.R, CodexColors.Gild.G, CodexColors.Gild.B, (byte)8); + sb.Draw(_atlas.Pixel, Bounds, fill); + // Dashed border (4-px dashes / 3-px gaps) + var border = over ? CodexColors.Seal : CodexColors.Rule; + for (int x = Bounds.X; x < Bounds.Right; x += 7) + { + int w = System.Math.Min(4, Bounds.Right - x); + sb.Draw(_atlas.Pixel, new Rectangle(x, Bounds.Y, w, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(x, Bounds.Bottom - 1, w, 1), border); + } + for (int y = Bounds.Y; y < Bounds.Bottom; y += 7) + { + int h = System.Math.Min(4, Bounds.Bottom - y); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, y, 1, h), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, y, 1, h), border); + } + + if (_dice.Count == 0) + { + var font = CodexFonts.MonoTagSmall; + string msg = "ALL VALUES ASSIGNED. DRAG FROM A SLOT TO RETURN."; + var s = font.MeasureString(msg); + font.DrawText(sb, msg, + new Vector2(Bounds.X + 14, Bounds.Y + (Bounds.Height - font.LineHeight) / 2f), + CodexColors.InkMute); + } + foreach (var d in _dice) d.Draw(sb, gt); + foreach (var a in _actions) a.Draw(sb, gt); + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexAbilityRow.cs b/Theriapolis.Game/CodexUI/Widgets/CodexAbilityRow.cs new file mode 100644 index 0000000..52ad342 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexAbilityRow.cs @@ -0,0 +1,270 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.CodexUI.Drag; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// One row of the stat-assignment grid. Composite layout: +/// [ Ability name + bonus pill ] [ Slot ] [ formula ] [ Final + mod ] [ progress bar ] +/// The slot is both a drop target (for pool dice) and a drag source (when +/// filled — drag the value back to the pool, or onto another slot to swap). +/// Click on a filled slot also returns to pool, mirroring the React design. +/// +public sealed class CodexAbilityRow : CodexWidget +{ + public AbilityId Ability { get; } + public string LongName { get; set; } = ""; + public int? Assigned { get; set; } + public int Bonus { get; set; } // total clade + species mod + public string BonusSourceText { get; set; } = ""; + public bool IsPrimary { get; set; } + + public System.Action? OnSlotClick { get; set; } + public System.Action? OnDragStart { get; set; } + + private readonly CodexAtlas _atlas; + private readonly DragDropController _drag; + + private readonly SpriteFontBase _nameFont = CodexFonts.DisplaySmall; + private readonly SpriteFontBase _tagFont = CodexFonts.MonoTagSmall; + private readonly SpriteFontBase _slotFont = CodexFonts.DisplayMedium; + private readonly SpriteFontBase _modFont = CodexFonts.MonoTag; + + private CodexBonusPill? _bonusPill; + + public CodexAbilityRow(AbilityId ability, CodexAtlas atlas, DragDropController drag) + { + Ability = ability; + _atlas = atlas; + _drag = drag; + } + + public CodexBonusPill? BonusPillRef => _bonusPill; + + protected override Point MeasureCore(Point available) => new(available.X, 56); + + protected override void ArrangeCore(Rectangle bounds) + { + // Lay out the bonus pill within the name column so we can hover-test it. + if (Bonus != 0) + { + _bonusPill ??= new CodexBonusPill(Bonus, _atlas); + var pillSize = _bonusPill.Measure(new Point(60, bounds.Height)); + _bonusPill.Arrange(new Rectangle( + bounds.X + 60, + bounds.Y + (bounds.Height - pillSize.Y) / 2, + pillSize.X, pillSize.Y)); + } + else _bonusPill = null; + } + + public override void Update(GameTime gt, CodexInput input) + { + var slotRect = SlotRect(); + + // Dragging a value out of a filled slot. + if (Assigned is int v && slotRect.Contains(input.MousePosition) && input.LeftJustPressed && !_drag.IsDragging) + { + OnDragStart?.Invoke(new StatPoolPayload { Source = "slot", Value = v, Ability = Ability }); + return; + } + // Click-to-return (no drag) when a slot is filled and the pool is not currently active. + if (Assigned is not null && slotRect.Contains(input.MousePosition) && input.LeftJustReleased && !_drag.IsDragging) + { + OnSlotClick?.Invoke(); + } + // Empty slot click — also fires OnSlotClick so the screen can use click-to-place semantics if drag isn't active. + else if (Assigned is null && slotRect.Contains(input.MousePosition) && input.LeftJustReleased && !_drag.IsDragging) + { + OnSlotClick?.Invoke(); + } + + // Register the slot as a drop target. + if (_drag.IsDragging) + _drag.RegisterTarget("ability:" + Ability, slotRect); + + _bonusPill?.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Bottom rule + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), + new Color(CodexColors.Rule.R, CodexColors.Rule.G, CodexColors.Rule.B, (byte)100)); + + // Name column + _nameFont.DrawText(sb, Ability.ToString(), new Vector2(Bounds.X, Bounds.Y + 8), CodexColors.Ink); + string sub = LongName + (IsPrimary ? " · primary" : ""); + _tagFont.DrawText(sb, sub.ToUpperInvariant(), new Vector2(Bounds.X, Bounds.Y + 8 + _nameFont.LineHeight), CodexColors.InkMute); + _bonusPill?.Draw(sb, gt); + + // Slot + var slotRect = SlotRect(); + bool dragHover = _drag.IsDragging && slotRect.Contains(_drag.CursorPosition); + bool filled = Assigned is not null; + Color slotBorder = dragHover ? CodexColors.Seal : (filled ? CodexColors.InkSoft : CodexColors.InkMute); + Color slotFill = dragHover + ? new Color(CodexColors.Seal.R, CodexColors.Seal.G, CodexColors.Seal.B, (byte)28) + : (filled ? new Color(180, 138, 60, 22) : CodexColors.Bg); + sb.Draw(_atlas.Pixel, slotRect, slotFill); + DrawBorder(sb, slotRect, slotBorder, filled ? 1 : 1, dashed: !filled); + + if (filled) + { + string label = Assigned!.Value.ToString(); + var s = _slotFont.MeasureString(label); + _slotFont.DrawText(sb, label, new Vector2(slotRect.X + (slotRect.Width - s.X) / 2f, + slotRect.Y + (slotRect.Height - _slotFont.LineHeight) / 2f), + CodexColors.Ink); + } + else + { + string dash = "—"; + var s = _slotFont.MeasureString(dash); + _slotFont.DrawText(sb, dash, new Vector2(slotRect.X + (slotRect.Width - s.X) / 2f, + slotRect.Y + (slotRect.Height - _slotFont.LineHeight) / 2f), + CodexColors.InkMute); + } + + // Formula column ("base 13" when bonus is non-zero) + var formulaRect = new Rectangle(slotRect.Right + 14, Bounds.Y, 80, Bounds.Height); + if (filled && Bonus != 0) + { + string text = "base " + Assigned!.Value; + _modFont.DrawText(sb, text, new Vector2(formulaRect.X, formulaRect.Y + (formulaRect.Height - _modFont.LineHeight) / 2f), CodexColors.InkMute); + } + + // Final score + modifier + var finalRect = new Rectangle(formulaRect.Right + 8, Bounds.Y, 90, Bounds.Height); + if (filled) + { + int final = Assigned!.Value + Bonus; + int mod = AbilityScores.Mod(final); + string fLabel = final.ToString(); + string mLabel = (mod >= 0 ? "+" : "") + mod; + var fSize = _slotFont.MeasureString(fLabel); + _slotFont.DrawText(sb, fLabel, new Vector2(finalRect.X, finalRect.Y + 4), CodexColors.Ink); + _modFont.DrawText(sb, mLabel, new Vector2(finalRect.X + fSize.X + 6, finalRect.Y + 14), + mod >= 0 ? CodexColors.Seal : CodexColors.InkMute); + } + + // Progress bar + var barRect = new Rectangle(finalRect.Right + 12, Bounds.Y + 24, Bounds.Right - finalRect.Right - 16, 6); + sb.Draw(_atlas.Pixel, barRect, CodexColors.Bg); + DrawBorder(sb, barRect, CodexColors.Rule, 1, dashed: false); + if (filled) + { + int final = System.Math.Clamp(Assigned!.Value + Bonus, 0, 20); + int fillW = (int)(barRect.Width * (final / 20f)); + sb.Draw(_atlas.Pixel, new Rectangle(barRect.X, barRect.Y, fillW, barRect.Height), CodexColors.Gild); + } + } + + private Rectangle SlotRect() => new(Bounds.X + 160, Bounds.Y + 6, 60, Bounds.Height - 12); + + private void DrawBorder(SpriteBatch sb, Rectangle r, Color c, int t, bool dashed) + { + if (!dashed) + { + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Bottom - t, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, t, r.Height), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.Right - t, r.Y, t, r.Height), c); + return; + } + // Dashed: draw 4-px dashes with 3-px gaps + for (int x = r.X; x < r.Right; x += 7) + { + int w = System.Math.Min(4, r.Right - x); + sb.Draw(_atlas.Pixel, new Rectangle(x, r.Y, w, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(x, r.Bottom - t, w, t), c); + } + for (int y = r.Y; y < r.Bottom; y += 7) + { + int h = System.Math.Min(4, r.Bottom - y); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, y, t, h), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.Right - t, y, t, h), c); + } + } +} + +/// +/// One draggable value in the stat pool. Renders a small parchment tile +/// with the rolled / standard-array number. Drag begins on left-mouse-down; +/// the drag-drop controller then takes over the visual via its ghost +/// callback. +/// +public sealed class CodexPoolDie : CodexWidget +{ + public int Value { get; } + public int IndexInPool { get; set; } + public bool IsSelected { get; set; } + public System.Action? OnDragStart { get; set; } + public System.Action? OnClick { get; set; } + + private readonly CodexAtlas _atlas; + private readonly DragDropController _drag; + private readonly SpriteFontBase _font = CodexFonts.DisplayMedium; + + public CodexPoolDie(int value, int indexInPool, CodexAtlas atlas, DragDropController drag) + { + Value = value; + IndexInPool = indexInPool; + _atlas = atlas; + _drag = drag; + } + + protected override Point MeasureCore(Point available) => new(56, 56); + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + if (input.LeftJustPressed && ContainsPoint(input.MousePosition) && !_drag.IsDragging) + { + // Begin drag. + OnDragStart?.Invoke(new StatPoolPayload { Source = "pool", Value = Value, PoolIdx = IndexInPool }); + _drag.BeginDrag( + new StatPoolPayload { Source = "pool", Value = Value, PoolIdx = IndexInPool }, + (sb, p) => DrawGhost(sb, p)); + } + if (input.LeftJustReleased && ContainsPoint(input.MousePosition) && !_drag.IsDragging) + OnClick?.Invoke(); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + Color border = IsSelected ? CodexColors.Gild : CodexColors.Rule; + sb.Draw(_atlas.Pixel, Bounds, CodexColors.Bg); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), border); + + string label = Value.ToString(); + var s = _font.MeasureString(label); + _font.DrawText(sb, label, new Vector2(Bounds.X + (Bounds.Width - s.X) / 2f, + Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f), + CodexColors.Ink); + } + + private void DrawGhost(SpriteBatch sb, Point cursor) + { + var rect = new Rectangle(cursor.X - 28, cursor.Y - 28, 56, 56); + var c = new Color(180, 138, 60, 200); + sb.Draw(_atlas.Pixel, rect, new Color(CodexColors.Bg.R, CodexColors.Bg.G, CodexColors.Bg.B, (byte)200)); + sb.Draw(_atlas.Pixel, new Rectangle(rect.X, rect.Y, rect.Width, 1), c); + sb.Draw(_atlas.Pixel, new Rectangle(rect.X, rect.Bottom - 1, rect.Width, 1), c); + sb.Draw(_atlas.Pixel, new Rectangle(rect.X, rect.Y, 1, rect.Height), c); + sb.Draw(_atlas.Pixel, new Rectangle(rect.Right - 1, rect.Y, 1, rect.Height), c); + + string label = Value.ToString(); + var s = _font.MeasureString(label); + _font.DrawText(sb, label, new Vector2(rect.X + (rect.Width - s.X) / 2f, + rect.Y + (rect.Height - _font.LineHeight) / 2f), + CodexColors.Ink); + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexButton.cs b/Theriapolis.Game/CodexUI/Widgets/CodexButton.cs new file mode 100644 index 0000000..6f4f146 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexButton.cs @@ -0,0 +1,111 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +public enum CodexButtonVariant { Primary, Ghost, Small } + +/// +/// Codex-styled push button. The three variants match the React design's +/// .btn.primary / .btn.ghost / .btn.small: +/// - Primary: gilded fill on parchment, used for Confirm + Next-style actions. +/// - Ghost: ink border, transparent fill, used for Back + secondary actions. +/// - Small: smaller padding/font, used inline (Reroll / Auto-assign / Clear). +/// +public sealed class CodexButton : CodexWidget +{ + public string Text { get; set; } + public CodexButtonVariant Variant { get; set; } + public System.Action? OnClick { get; set; } + public int? FixedWidth { get; set; } + + private readonly CodexAtlas _atlas; + private readonly SpriteFontBase _font; + private bool _hovered; + private bool _pressed; + + public CodexButton(string text, CodexAtlas atlas, CodexButtonVariant variant = CodexButtonVariant.Ghost, + System.Action? onClick = null, int? fixedWidth = null) + { + Text = text; + _atlas = atlas; + Variant = variant; + OnClick = onClick; + FixedWidth = fixedWidth; + _font = variant == CodexButtonVariant.Small ? CodexFonts.MonoTag : CodexFonts.DisplaySmall; + } + + protected override Point MeasureCore(Point available) + { + var s = _font.MeasureString(Text); + int padX = Variant == CodexButtonVariant.Small ? 12 : 22; + int padY = Variant == CodexButtonVariant.Small ? 6 : 10; + int w = FixedWidth ?? ((int)s.X + padX * 2); + int h = (int)System.MathF.Ceiling(_font.LineHeight) + padY * 2; + return new Point(System.Math.Min(w, available.X), h); + } + + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + bool wasHovered = _hovered; + _hovered = ContainsPoint(input.MousePosition); + if (_hovered && input.LeftJustPressed) _pressed = true; + if (input.LeftJustReleased) + { + if (_pressed && _hovered && Enabled) OnClick?.Invoke(); + _pressed = false; + } + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + Color fill, border, textColor; + switch (Variant) + { + case CodexButtonVariant.Primary: + fill = _hovered ? CodexColors.Seal2 : CodexColors.Seal; + border = CodexColors.Seal2; + textColor = CodexColors.Bg; + break; + case CodexButtonVariant.Ghost: + fill = _hovered ? CodexColors.Ink : CodexColors.Bg; + border = CodexColors.Ink; + textColor = _hovered ? CodexColors.Bg : CodexColors.Ink; + break; + default: + fill = _hovered ? CodexColors.Bg2 : CodexColors.Bg; + border = CodexColors.Rule; + textColor = CodexColors.InkSoft; + break; + } + + if (!Enabled) + { + // 40% opacity per .btn[disabled] + fill = new Color(fill.R, fill.G, fill.B, (byte)(fill.A * 0.4f)); + textColor = new Color(textColor.R, textColor.G, textColor.B, (byte)(textColor.A * 0.6f)); + } + + // Body fill + sb.Draw(_atlas.Pixel, Bounds, fill); + // 1-px border outline + DrawBorder(sb, Bounds, border, 1); + + var s = _font.MeasureString(Text); + float tx = Bounds.X + (Bounds.Width - s.X) / 2f; + float ty = Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f; + _font.DrawText(sb, Text, new Vector2(tx, ty), textColor); + } + + private void DrawBorder(SpriteBatch sb, Rectangle r, Color c, int t) + { + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Bottom - t, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, t, r.Height), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.Right - t, r.Y, t, r.Height), c); + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexCard.cs b/Theriapolis.Game/CodexUI/Widgets/CodexCard.cs new file mode 100644 index 0000000..3adadd8 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexCard.cs @@ -0,0 +1,189 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// Selectable card. The clade / species / class / background pickers each +/// render a grid of these. Visual states track the React design: +/// - Default: rule-coloured 1-px border, parchment fill. +/// - Hover: gilded border, subtle gild halo overlay. +/// - Selected: seal-red border + inner glow + corner wax-seal accent. +/// +/// Click toggles selection by calling ; the parent step +/// owns the "what is selected" state and rebuilds. The card's content tree +/// is whatever child is supplied — typically a small +/// Column with name + meta + chips. +/// +public sealed class CodexCard : CodexWidget +{ + public CodexWidget? Content { get; set; } + public bool IsSelected { get; set; } + public System.Action? OnClick { get; set; } + public Texture2D? CornerSigil { get; set; } + public string? CornerLetter { get; set; } // overlay glyph drawn on the sigil placeholder + + private readonly CodexAtlas _atlas; + private bool _hovered; + private const int Pad = CodexDensity.CardPad; + + public CodexCard(CodexAtlas atlas, CodexWidget? content = null, bool selected = false, System.Action? onClick = null) + { + _atlas = atlas; + Content = content; + if (content is not null) content.Parent = this; + IsSelected = selected; + OnClick = onClick; + } + + protected override Point MeasureCore(Point available) + { + if (Content is null) return new Point(System.Math.Min(CodexDensity.CardWidth, available.X), 80); + var inner = new Point(available.X - Pad * 2, available.Y - Pad * 2); + var s = Content.Measure(inner); + return new Point(s.X + Pad * 2, s.Y + Pad * 2); + } + + protected override void ArrangeCore(Rectangle bounds) + { + Content?.Arrange(new Rectangle( + bounds.X + Pad, bounds.Y + Pad, + bounds.Width - Pad * 2, + bounds.Height - Pad * 2)); + } + + public override void Update(GameTime gt, CodexInput input) + { + _hovered = ContainsPoint(input.MousePosition); + if (_hovered && input.LeftJustReleased) OnClick?.Invoke(); + Content?.Update(gt, input); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Body fill — parchment shade + sb.Draw(_atlas.Pixel, Bounds, CodexColors.Bg2); + // Subtle top-down lift overlay (2-px gradient strip) to match `linear-gradient(180deg, rgba(255,250,235,0.05), transparent 30%)`. + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 2), new Color(255, 250, 235, 18)); + + // Border colour by state. + Color border = IsSelected ? CodexColors.Seal : (_hovered ? CodexColors.Gild : CodexColors.Rule); + int thickness = IsSelected ? 2 : 1; + DrawBorder(sb, Bounds, border, thickness); + + if (IsSelected) + { + // Inner glow strip — 1px inside the border. + DrawBorder(sb, new Rectangle(Bounds.X + thickness, Bounds.Y + thickness, Bounds.Width - thickness * 2, Bounds.Height - thickness * 2), + new Color(border.R, border.G, border.B, (byte)40), 1); + // Corner wax-seal accent + int sealSize = 28; + sb.Draw(_atlas.WaxSeal, new Rectangle(Bounds.Right - sealSize / 2 - 4, Bounds.Y - sealSize / 2 + 4, sealSize, sealSize), Color.White); + } + else if (_hovered) + { + sb.Draw(_atlas.Pixel, Bounds, new Color(CodexColors.Gild.R, CodexColors.Gild.G, CodexColors.Gild.B, (byte)10)); + } + + Content?.Draw(sb, gt); + } + + private void DrawBorder(SpriteBatch sb, Rectangle r, Color c, int t) + { + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Bottom - t, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, t, r.Height), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.Right - t, r.Y, t, r.Height), c); + } +} + +/// +/// 7-step horizontal stepper at the top of the wizard. Each step exposes a +/// locked / active / complete state with the matching marker (✕ / Roman / +/// ✓). Clicking a non-locked step navigates there. +/// +public sealed class CodexStepper : CodexWidget +{ + public string[] Names { get; } + public int Current { get; set; } + public bool[] Complete { get; set; } + public bool[] Locked { get; set; } + public System.Action? OnPick { get; set; } + + private readonly CodexAtlas _atlas; + private readonly SpriteFontBase _romanFont = CodexFonts.DisplayMedium; + private readonly SpriteFontBase _labelFont = CodexFonts.MonoTagSmall; + + public CodexStepper(string[] names, CodexAtlas atlas) + { + Names = names; + Complete = new bool[names.Length]; + Locked = new bool[names.Length]; + _atlas = atlas; + } + + protected override Point MeasureCore(Point available) => new(available.X, 64); + protected override void ArrangeCore(Rectangle bounds) { } + + private static readonly string[] Roman = new[] { "I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX" }; + + public override void Update(GameTime gt, CodexInput input) + { + if (!input.LeftJustReleased) return; + int colW = Bounds.Width / Names.Length; + for (int i = 0; i < Names.Length; i++) + { + var cell = new Rectangle(Bounds.X + i * colW, Bounds.Y, colW, Bounds.Height); + if (cell.Contains(input.MousePosition) && !Locked[i] && i != Current) { OnPick?.Invoke(i); return; } + } + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Opaque parchment background so the stepper masks any body + // scroll-overflow that drew under it. + sb.Draw(_atlas.Pixel, Bounds, CodexColors.Bg); + // Top + bottom rule + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), CodexColors.Rule); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), CodexColors.Rule); + sb.Draw(_atlas.Pixel, Bounds, new Color(0, 0, 0, 6)); + + int colW = Bounds.Width / Names.Length; + for (int i = 0; i < Names.Length; i++) + { + var cell = new Rectangle(Bounds.X + i * colW, Bounds.Y, colW, Bounds.Height); + // Vertical separator between cells. + if (i < Names.Length - 1) + sb.Draw(_atlas.Pixel, new Rectangle(cell.Right - 1, cell.Y + 4, 1, cell.Height - 8), + new Color(CodexColors.Rule.R, CodexColors.Rule.G, CodexColors.Rule.B, (byte)128)); + + bool isCurrent = i == Current; + bool isComplete = Complete[i] && !isCurrent; + bool isLocked = Locked[i]; + // Numeral / mark + string mark = isLocked ? "✕" : (isComplete ? "✓" : Roman[i]); + Color numColor = isLocked ? CodexColors.InkMute + : isComplete ? CodexColors.Seal + : isCurrent ? CodexColors.Ink + : CodexColors.InkMute; + + var ms = _romanFont.MeasureString(mark); + float numX = cell.X + (cell.Width - ms.X) / 2f; + float numY = cell.Y + 12; + _romanFont.DrawText(sb, mark, new Vector2(numX, numY), numColor); + + // Step name + var ls = _labelFont.MeasureString(Names[i]); + float lx = cell.X + (cell.Width - ls.X) / 2f; + float ly = cell.Y + cell.Height - _labelFont.LineHeight - 8; + Color labelColor = isLocked ? new Color(CodexColors.InkMute.R, CodexColors.InkMute.G, CodexColors.InkMute.B, (byte)115) + : isCurrent ? CodexColors.Ink : CodexColors.InkMute; + _labelFont.DrawText(sb, Names[i].ToUpperInvariant(), new Vector2(lx, ly), labelColor); + + if (isCurrent) + sb.Draw(_atlas.Pixel, new Rectangle((int)(cell.X + cell.Width * 0.14f), cell.Bottom - 2, (int)(cell.Width * 0.72f), 2), CodexColors.Gild); + } + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexCheckboxRow.cs b/Theriapolis.Game/CodexUI/Widgets/CodexCheckboxRow.cs new file mode 100644 index 0000000..b5c09c8 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexCheckboxRow.cs @@ -0,0 +1,124 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +public enum CheckboxState { Default, Checked, LockedFromBg, Unavailable } + +/// +/// One row of the skill picker. Visual states mirror the React design: +/// - Default: small ink-mute checkbox, hover gilds +/// - Checked: seal-red filled checkbox + ✓ +/// - LockedFromBg: gild-filled checkbox + ✓ (sealed by background, can't toggle) +/// - Unavailable: dashed underline, faded text — class doesn't offer it +/// Click toggles only when state is Default or Checked. +/// +public sealed class CodexCheckboxRow : CodexWidget +{ + public string Label { get; set; } + public string SourceTag { get; set; } + public CheckboxState State { get; set; } + public System.Action? OnClick { get; set; } + public System.Action? OnHover { get; set; } + + private readonly CodexAtlas _atlas; + private readonly SpriteFontBase _font = CodexFonts.SerifBody; + private readonly SpriteFontBase _tagFont = CodexFonts.MonoTagSmall; + private bool _hovered; + + public CodexCheckboxRow(string label, string sourceTag, CheckboxState state, CodexAtlas atlas) + { + Label = label; + SourceTag = sourceTag; + State = state; + _atlas = atlas; + } + + protected override Point MeasureCore(Point available) => new(available.X, 28); + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + _hovered = ContainsPoint(input.MousePosition); + // OnHover fires every frame the cursor is over the row, not just + // on hover-enter. The popover is shown only while a trigger calls + // Show() each frame (CodexHoverPopover.IsShown decays in one tick + // when no trigger requests it), so a single transition-only call + // would flash the popover for one frame and then hide it. + if (_hovered) OnHover?.Invoke(); + if (_hovered && input.LeftJustReleased) + { + if (State == CheckboxState.Default || State == CheckboxState.Checked) OnClick?.Invoke(); + } + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Bottom rule + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), + new Color(CodexColors.Rule.R, CodexColors.Rule.G, CodexColors.Rule.B, (byte)80)); + + // Checkbox + int boxSize = 18; + var box = new Rectangle(Bounds.X + 2, Bounds.Y + (Bounds.Height - boxSize) / 2, boxSize, boxSize); + Color boxFill, boxBorder, checkColor = CodexColors.Bg; + switch (State) + { + case CheckboxState.Checked: + boxFill = CodexColors.Seal; + boxBorder = CodexColors.Seal; + break; + case CheckboxState.LockedFromBg: + boxFill = CodexColors.Gild; + boxBorder = CodexColors.Gild; + break; + case CheckboxState.Unavailable: + boxFill = Color.Transparent; + boxBorder = new Color(CodexColors.InkMute.R, CodexColors.InkMute.G, CodexColors.InkMute.B, (byte)90); + break; + default: + boxFill = Color.Transparent; + boxBorder = _hovered ? CodexColors.Gild : CodexColors.InkMute; + break; + } + sb.Draw(_atlas.Pixel, box, boxFill); + DrawBorder(sb, box, boxBorder, 1); + + if (State == CheckboxState.Checked || State == CheckboxState.LockedFromBg) + { + string mark = "✓"; + var s = _font.MeasureString(mark); + _font.DrawText(sb, mark, new Vector2(box.X + (box.Width - s.X) / 2f, box.Y + (box.Height - _font.LineHeight) / 2f), + checkColor); + } + + // Label text + Color labelColor = State switch + { + CheckboxState.Checked => CodexColors.Seal, + CheckboxState.LockedFromBg => CodexColors.Gild, + CheckboxState.Unavailable => new Color(CodexColors.InkMute.R, CodexColors.InkMute.G, CodexColors.InkMute.B, (byte)90), + _ => _hovered ? CodexColors.Gild : CodexColors.Ink, + }; + _font.DrawText(sb, Label, new Vector2(box.Right + 8, Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f), labelColor); + + // Right-aligned source tag + if (!string.IsNullOrEmpty(SourceTag)) + { + var ts = _tagFont.MeasureString(SourceTag); + _tagFont.DrawText(sb, SourceTag.ToUpperInvariant(), + new Vector2(Bounds.Right - ts.X - 4, Bounds.Y + (Bounds.Height - _tagFont.LineHeight) / 2f), + CodexColors.InkMute); + } + } + + private void DrawBorder(SpriteBatch sb, Rectangle r, Color c, int t) + { + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Bottom - t, r.Width, t), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.X, r.Y, t, r.Height), c); + sb.Draw(_atlas.Pixel, new Rectangle(r.Right - t, r.Y, t, r.Height), c); + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexChip.cs b/Theriapolis.Game/CodexUI/Widgets/CodexChip.cs new file mode 100644 index 0000000..3933b8d --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexChip.cs @@ -0,0 +1,155 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +public enum ChipKind +{ + Trait, // gild edge, italic serif, default for clade/species/feature traits + TraitDetriment, + SkillFromBg, // gild edge — sealed by background + SkillFromClass, // seal-red edge — picked from class options + Language, // mono-tag pill, ink border + BgFeature, // seal-red trait variant for the background card's feature row +} + +/// +/// Pill-shaped chip used for traits, skills, languages, and background feature +/// names. Hovering surfaces a popover with the full description; clicking +/// fires for the few cases the screen needs (skill toggle). +/// +public sealed class CodexChip : CodexWidget +{ + public string Text { get; set; } + public string PopoverTitle { get; set; } + public string PopoverBody { get; set; } + public string? PopoverTag { get; set; } + public ChipKind Kind { get; set; } + public System.Action? OnClick { get; set; } + + private readonly CodexAtlas _atlas; + private readonly SpriteFontBase _font; + + /// The screen sets this when the user hovers over us; the screen handles popover layout. + public bool IsHovered { get; private set; } + + public CodexChip(string text, ChipKind kind, CodexAtlas atlas, + string popoverTitle = "", string popoverBody = "", string? popoverTag = null) + { + Text = text; + Kind = kind; + _atlas = atlas; + PopoverTitle = popoverTitle; + PopoverBody = popoverBody; + PopoverTag = popoverTag; + _font = kind == ChipKind.Language ? CodexFonts.MonoTagSmall : CodexFonts.SerifItalic; + } + + protected override Point MeasureCore(Point available) + { + var s = _font.MeasureString(Text); + return new Point((int)s.X + CodexDensity.ChipPad * 3, (int)System.MathF.Ceiling(_font.LineHeight) + CodexDensity.ChipPad * 2); + } + + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + IsHovered = ContainsPoint(input.MousePosition); + if (IsHovered && input.LeftJustReleased) OnClick?.Invoke(); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + var (fill, border, text) = GetColors(); + if (IsHovered) fill = HoverShift(fill); + sb.Draw(_atlas.Pixel, Bounds, fill); + + // 1-px outline. + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), border); + + var s = _font.MeasureString(Text); + float tx = Bounds.X + (Bounds.Width - s.X) / 2f; + float ty = Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f; + _font.DrawText(sb, Text, new Vector2(tx, ty), text); + } + + private (Color fill, Color border, Color text) GetColors() => Kind switch + { + ChipKind.Trait => (Mix(CodexColors.Gild, CodexColors.Bg, 0.07f), Mix(CodexColors.Gild, CodexColors.Rule, 0.55f), CodexColors.Ink), + ChipKind.TraitDetriment => (Mix(CodexColors.Seal, CodexColors.Bg, 0.08f), Mix(CodexColors.Seal, CodexColors.Rule, 0.55f), CodexColors.Ink), + ChipKind.SkillFromBg => (Mix(CodexColors.Gild, CodexColors.Bg, 0.06f), Mix(CodexColors.Gild, CodexColors.Rule, 0.60f), CodexColors.Gild), + ChipKind.SkillFromClass => (Mix(CodexColors.Seal, CodexColors.Bg, 0.06f), Mix(CodexColors.Seal, CodexColors.Rule, 0.55f), CodexColors.Seal), + ChipKind.Language => (CodexColors.Bg, CodexColors.Rule, CodexColors.InkSoft), + ChipKind.BgFeature => (Mix(CodexColors.Seal, CodexColors.Bg, 0.08f), Mix(CodexColors.Seal, CodexColors.Rule, 0.55f), CodexColors.Seal), + _ => (CodexColors.Bg, CodexColors.Rule, CodexColors.Ink), + }; + + private static Color Mix(Color a, Color b, float t) + => new( + (byte)(a.R * t + b.R * (1 - t)), + (byte)(a.G * t + b.G * (1 - t)), + (byte)(a.B * t + b.B * (1 - t)), + (byte)0xFF); + + private static Color HoverShift(Color c) + => new((byte)System.Math.Min(255, c.R + 14), (byte)System.Math.Min(255, c.G + 14), (byte)System.Math.Min(255, c.B + 14), c.A); +} + +/// +/// Small +N / −N pill that sits next to ability names. Visually a chip with +/// monospace text and seal-red (positive) or ink-mute (negative) chrome. +/// Hover surfaces a popover listing the contributing sources (clade, species). +/// +public sealed class CodexBonusPill : CodexWidget +{ + public int Total { get; } + public string PopoverBody { get; set; } = ""; + + private readonly CodexAtlas _atlas; + private readonly SpriteFontBase _font; + public bool IsHovered { get; private set; } + + public CodexBonusPill(int total, CodexAtlas atlas, string popoverBody = "") + { + Total = total; + _atlas = atlas; + PopoverBody = popoverBody; + _font = CodexFonts.MonoTag; + } + + protected override Point MeasureCore(Point available) + { + string label = (Total >= 0 ? "+" : "") + Total.ToString(); + var s = _font.MeasureString(label); + return new Point((int)s.X + 12, (int)System.MathF.Ceiling(_font.LineHeight) + 6); + } + + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) => IsHovered = ContainsPoint(input.MousePosition); + + public override void Draw(SpriteBatch sb, GameTime gt) + { + var border = Total >= 0 ? CodexColors.Seal : CodexColors.InkMute; + var fill = Total >= 0 + ? new Color(CodexColors.Seal.R, CodexColors.Seal.G, CodexColors.Seal.B, (byte)(IsHovered ? 36 : 18)) + : new Color(CodexColors.InkMute.R, CodexColors.InkMute.G, CodexColors.InkMute.B, (byte)(IsHovered ? 28 : 14)); + sb.Draw(_atlas.Pixel, Bounds, fill); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), border); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), border); + + string label = (Total >= 0 ? "+" : "") + Total.ToString(); + var s = _font.MeasureString(label); + float tx = Bounds.X + (Bounds.Width - s.X) / 2f; + float ty = Bounds.Y + (Bounds.Height - _font.LineHeight) / 2f; + _font.DrawText(sb, label, new Vector2(tx, ty), border); + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexHoverPopover.cs b/Theriapolis.Game/CodexUI/Widgets/CodexHoverPopover.cs new file mode 100644 index 0000000..82c6a36 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexHoverPopover.cs @@ -0,0 +1,166 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// Single floating popover panel. The screen owns one instance; widgets +/// (chips, bonus pills) request it to show by calling +/// with their trigger bounds + content. Visibility decays automatically +/// when the trigger no longer reports as hovered. Position is clamped to +/// the viewport so popovers near the right/bottom edges flip to fit. +/// +/// Mirrors the React design's .trait-hint: parchment fill, gilded +/// border, italic display title + tag pill, body paragraph in serif body +/// face. The "Plainly Reading" footnote is supported via . +/// +public sealed class CodexHoverPopover : CodexWidget +{ + private readonly CodexAtlas _atlas; + private string _title = ""; + private string _body = ""; + private string? _tag; + private string? _reading; + private bool _detriment; + private Rectangle _triggerBounds; + private bool _showRequestedThisFrame; + public bool IsShown { get; private set; } + public string? Reading { get => _reading; set => _reading = value; } + + public CodexHoverPopover(CodexAtlas atlas) + { + _atlas = atlas; + } + + /// + /// Request the popover. Called from a widget's Update when it detects + /// hover. The popover stays visible only as long as some widget requests + /// it each frame. + /// + public void Show(Rectangle triggerBounds, string title, string body, string? tag = null, bool detriment = false) + { + _triggerBounds = triggerBounds; + _title = title; + _body = body; + _tag = tag; + _detriment = detriment; + _showRequestedThisFrame = true; + } + + protected override Point MeasureCore(Point available) => Point.Zero; + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + IsShown = _showRequestedThisFrame; + _showRequestedThisFrame = false; + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + if (!IsShown) return; + + const int width = 320; + var titleFont = CodexFonts.SerifItalic; + var bodyFont = CodexFonts.SerifBody; + var tagFont = CodexFonts.MonoTagSmall; + + // Wrap body text to the width. + var titleLines = CodexLabel.WrapText(_title, titleFont, width - 32); + var bodyLines = CodexLabel.WrapText(_body, bodyFont, width - 32); + var readingLines = string.IsNullOrEmpty(_reading) ? System.Array.Empty() : CodexLabel.WrapText(_reading!, bodyFont, width - 32); + + int height = 14 + + (int)(titleFont.LineHeight * titleLines.Length) + + 6 + + (int)(bodyFont.LineHeight * bodyLines.Length) + + (readingLines.Length > 0 ? 8 + (int)(bodyFont.LineHeight * readingLines.Length) + 4 : 0) + + 12; + + // Position — prefer below the trigger, flip above if it doesn't + // fit there, and as a last resort clamp to whichever edge gives + // more room. Earlier code clamped only with `if (y < 8) y = 8`, + // which would push the popover off the bottom whenever the + // trigger sat near the viewport's bottom edge and the popover + // didn't fit above either. + int x = _triggerBounds.X; + if (x + width > _viewport.Width) x = _viewport.Width - width - 8; + if (x < 8) x = 8; + + int spaceBelow = _viewport.Height - _triggerBounds.Bottom - 6; + int spaceAbove = _triggerBounds.Y - 6; + int y; + if (height <= spaceBelow) + { + y = _triggerBounds.Bottom + 6; + } + else if (height <= spaceAbove) + { + y = _triggerBounds.Y - height - 6; + } + else + { + // Doesn't fit either side; clamp so the popover sits within + // the viewport with at least an 8-px margin on the limiting side. + y = System.Math.Max(8, _viewport.Height - height - 8); + } + + var rect = new Rectangle(x, y, width, height); + + // Background + sb.Draw(_atlas.Pixel, rect, CodexColors.Bg2); + Color border = _detriment ? CodexColors.Seal : CodexColors.Gild; + sb.Draw(_atlas.Pixel, new Rectangle(rect.X, rect.Y, rect.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(rect.X, rect.Bottom - 1, rect.Width, 1), border); + sb.Draw(_atlas.Pixel, new Rectangle(rect.X, rect.Y, 1, rect.Height), border); + sb.Draw(_atlas.Pixel, new Rectangle(rect.Right - 1, rect.Y, 1, rect.Height), border); + + int cy = rect.Y + 12; + // Title (+ optional tag) + foreach (var line in titleLines) + { + titleFont.DrawText(sb, line, new Vector2(rect.X + 16, cy), CodexColors.Ink); + cy += (int)titleFont.LineHeight; + } + if (!string.IsNullOrEmpty(_tag)) + { + var tagSize = tagFont.MeasureString(_tag); + int tagX = rect.X + 16; + int tagY = cy; + sb.Draw(_atlas.Pixel, new Rectangle(tagX, tagY, (int)tagSize.X + 12, (int)tagFont.LineHeight + 4), Color.Transparent); + sb.Draw(_atlas.Pixel, new Rectangle(tagX, tagY, (int)tagSize.X + 12, 1), CodexColors.Seal); + sb.Draw(_atlas.Pixel, new Rectangle(tagX, tagY + (int)tagFont.LineHeight + 3, (int)tagSize.X + 12, 1), CodexColors.Seal); + sb.Draw(_atlas.Pixel, new Rectangle(tagX, tagY, 1, (int)tagFont.LineHeight + 4), CodexColors.Seal); + sb.Draw(_atlas.Pixel, new Rectangle(tagX + (int)tagSize.X + 11, tagY, 1, (int)tagFont.LineHeight + 4), CodexColors.Seal); + tagFont.DrawText(sb, _tag, new Vector2(tagX + 6, tagY + 2), CodexColors.Seal); + cy += (int)tagFont.LineHeight + 6; + } + else cy += 6; + + // Body + foreach (var line in bodyLines) + { + bodyFont.DrawText(sb, line, new Vector2(rect.X + 16, cy), CodexColors.InkSoft); + cy += (int)bodyFont.LineHeight; + } + + if (readingLines.Length > 0) + { + cy += 4; + sb.Draw(_atlas.Pixel, new Rectangle(rect.X + 16, cy, rect.Width - 32, 1), new Color(CodexColors.Rule.R, CodexColors.Rule.G, CodexColors.Rule.B, (byte)128)); + cy += 6; + foreach (var line in readingLines) + { + bodyFont.DrawText(sb, line, new Vector2(rect.X + 16, cy), CodexColors.InkMute); + cy += (int)bodyFont.LineHeight; + } + } + + Reading = null; // consumed + } + + private Rectangle _viewport = new(0, 0, 1280, 800); + public void UpdateViewport(Rectangle vp) => _viewport = vp; +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexLabel.cs b/Theriapolis.Game/CodexUI/Widgets/CodexLabel.cs new file mode 100644 index 0000000..7543514 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexLabel.cs @@ -0,0 +1,147 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// Single- or multi-line text widget. Wraps to if set; +/// otherwise to its arrange width. Color and font are explicit so the same +/// widget can render the codex header (DisplayLarge / Ink), an eyebrow +/// (MonoTag / InkMute), or a body paragraph (SerifBody / InkSoft). +/// +public sealed class CodexLabel : CodexWidget +{ + public string Text { get; set; } = ""; + public SpriteFontBase Font { get; set; } + public Color Color { get; set; } = CodexColors.Ink; + public HAlign HAlign { get; set; } = HAlign.Left; + + /// If set, text wraps when its measured width would exceed this. + public int? MaxWidth { get; set; } + + public CodexLabel(string text, SpriteFontBase font, Color? color = null, HAlign hAlign = HAlign.Left) + { + Text = text; + Font = font; + if (color.HasValue) Color = color.Value; + HAlign = hAlign; + } + + private string[] _wrappedLines = System.Array.Empty(); + + protected override Point MeasureCore(Point available) + { + int wrapW = MaxWidth ?? available.X; + _wrappedLines = WrapText(Text, Font, wrapW); + int width = 0; + foreach (var line in _wrappedLines) + { + var s = Font.MeasureString(line); + if (s.X > width) width = (int)System.MathF.Ceiling(s.X); + } + int height = (int)System.MathF.Ceiling(Font.LineHeight * (_wrappedLines.Length == 0 ? 1 : _wrappedLines.Length)); + return new Point(System.Math.Min(width, wrapW), height); + } + + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + float y = Bounds.Y; + foreach (var line in _wrappedLines) + { + var s = Font.MeasureString(line); + float x = HAlign switch + { + HAlign.Center => Bounds.X + (Bounds.Width - s.X) / 2f, + HAlign.Right => Bounds.X + Bounds.Width - s.X, + _ => Bounds.X, + }; + Font.DrawText(sb, line, new Vector2(x, y), Color); + y += Font.LineHeight; + } + } + + /// + /// Greedy word wrap. Splits on spaces, fits as many words as possible per + /// line, hard-breaks oversize words. Honours embedded \n. + /// + public static string[] WrapText(string text, SpriteFontBase font, int maxWidth) + { + if (string.IsNullOrEmpty(text)) return new[] { "" }; + var lines = new System.Collections.Generic.List(); + foreach (var paragraph in text.Split('\n')) + { + var words = paragraph.Split(' '); + var current = new System.Text.StringBuilder(); + foreach (var word in words) + { + string trial = current.Length == 0 ? word : current + " " + word; + if (font.MeasureString(trial).X > maxWidth && current.Length > 0) + { + lines.Add(current.ToString()); + current.Clear(); + current.Append(word); + } + else + { + current.Clear(); + current.Append(trial); + } + } + lines.Add(current.ToString()); + } + return lines.ToArray(); + } +} + +/// +/// Decorative horizontal rule with a small central diamond glyph. Mirrors +/// the React design's .divider / .clade-group-label::after +/// hairline + ornament pattern. +/// +public sealed class CodexOrnamentRule : CodexWidget +{ + public Color RuleColor { get; set; } = CodexColors.Rule; + public string? Label { get; set; } + public SpriteFontBase Font { get; set; } + + private readonly CodexAtlas _atlas; + + public CodexOrnamentRule(CodexAtlas atlas, SpriteFontBase font, string? label = null) + { + _atlas = atlas; + Font = font; + Label = label; + } + + protected override Point MeasureCore(Point available) => new(available.X, 16); + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + int midY = Bounds.Y + Bounds.Height / 2; + + if (!string.IsNullOrEmpty(Label)) + { + var s = Font.MeasureString(Label); + int padX = 12; + int textX = Bounds.X + 0; + // Left rule before the text. + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, midY, 16, 1), RuleColor); + int textXStart = Bounds.X + 16 + padX / 2; + Font.DrawText(sb, Label, new Vector2(textXStart, midY - Font.LineHeight / 2f), CodexColors.InkMute); + int afterText = textXStart + (int)s.X + padX / 2; + sb.Draw(_atlas.Pixel, new Rectangle(afterText, midY, Bounds.Right - afterText, 1), RuleColor); + } + else + { + int half = (Bounds.Width - 16) / 2; + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, midY, half, 1), RuleColor); + sb.Draw(_atlas.OrnamentDiamond, new Rectangle(Bounds.X + half, midY - 8, 16, 16), CodexColors.Gild); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X + half + 16, midY, half, 1), RuleColor); + } + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexPanel.cs b/Theriapolis.Game/CodexUI/Widgets/CodexPanel.cs new file mode 100644 index 0000000..ae23d20 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexPanel.cs @@ -0,0 +1,61 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// Single-child container that paints a parchment fill and a 1-px ink rule +/// border. The review-step summary blocks and the aside container both use +/// this; for borderless wrappers (e.g. the page's main column) just nest in +/// a instead. +/// +public sealed class CodexPanel : CodexWidget +{ + public CodexWidget? Child { get; set; } + public Color BackgroundColor { get; set; } = CodexColors.Bg2; + public Color BorderColor { get; set; } = CodexColors.Rule; + public bool Bordered { get; set; } = true; + public Thickness Inset { get; set; } = new(18, 18, 20, 18); + + private readonly CodexAtlas _atlas; + + public CodexPanel(CodexAtlas atlas, CodexWidget? child = null) + { + _atlas = atlas; + Child = child; + if (child is not null) child.Parent = this; + } + + protected override Point MeasureCore(Point available) + { + if (Child is null) return new Point(Inset.HorizontalSum(), Inset.VerticalSum()); + var inner = new Point(available.X - Inset.HorizontalSum(), available.Y - Inset.VerticalSum()); + var s = Child.Measure(inner); + return new Point(s.X + Inset.HorizontalSum(), s.Y + Inset.VerticalSum()); + } + + protected override void ArrangeCore(Rectangle bounds) + { + Child?.Arrange(new Rectangle( + bounds.X + Inset.Left, + bounds.Y + Inset.Top, + bounds.Width - Inset.HorizontalSum(), + bounds.Height - Inset.VerticalSum())); + } + + public override void Update(GameTime gt, CodexInput input) => Child?.Update(gt, input); + + public override void Draw(SpriteBatch sb, GameTime gt) + { + sb.Draw(_atlas.Pixel, Bounds, BackgroundColor); + if (Bordered) + { + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, Bounds.Width, 1), BorderColor); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 1, Bounds.Width, 1), BorderColor); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Y, 1, Bounds.Height), BorderColor); + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.Right - 1, Bounds.Y, 1, Bounds.Height), BorderColor); + } + Child?.Draw(sb, gt); + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/CodexTextBox.cs b/Theriapolis.Game/CodexUI/Widgets/CodexTextBox.cs new file mode 100644 index 0000000..14a1eb3 --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/CodexTextBox.cs @@ -0,0 +1,89 @@ +using FontStashSharp; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// Single-line text input. The display matches the React design's +/// input[type=text]: serif-display font, transparent background, +/// gilded underline rule that lights up while focused. Used for the name +/// field in the Sign step. +/// +/// Receives characters via ; +/// the parent screen subscribes to Window.TextInput in Initialize +/// and routes them through . Backspace, +/// Enter and arrow keys are handled in . +/// +public sealed class CodexTextBox : CodexWidget +{ + public string Text { get; set; } = ""; + public string Placeholder { get; set; } = ""; + public bool IsFocused { get; set; } + public int? FixedWidth { get; set; } + public System.Action? OnChanged { get; set; } + + private readonly CodexAtlas _atlas; + private readonly SpriteFontBase _font; + private float _caretBlink; + + public CodexTextBox(string initial, CodexAtlas atlas, int? fixedWidth = null, System.Action? onChanged = null) + { + Text = initial; + _atlas = atlas; + FixedWidth = fixedWidth; + OnChanged = onChanged; + _font = CodexFonts.DisplayMedium; + } + + protected override Point MeasureCore(Point available) + { + int w = FixedWidth ?? System.Math.Min(480, available.X); + int h = (int)System.MathF.Ceiling(_font.LineHeight) + 14; + return new Point(w, h); + } + + protected override void ArrangeCore(Rectangle bounds) { } + + public override void Update(GameTime gt, CodexInput input) + { + if (input.LeftJustPressed) IsFocused = ContainsPoint(input.MousePosition); + _caretBlink = (_caretBlink + (float)gt.ElapsedGameTime.TotalSeconds) % 1f; + if (!IsFocused) return; + + bool changed = false; + if (!string.IsNullOrEmpty(input.TextEnteredThisFrame)) + { + Text += input.TextEnteredThisFrame; + changed = true; + } + if (input.KeyJustPressed(Keys.Back) && Text.Length > 0) + { + Text = Text.Substring(0, Text.Length - 1); + changed = true; + } + if (input.KeyJustPressed(Keys.Enter)) IsFocused = false; + if (changed) OnChanged?.Invoke(Text); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + // Background — none (transparent) per design; we just paint the underline. + Color underline = IsFocused ? CodexColors.Gild : CodexColors.Rule; + sb.Draw(_atlas.Pixel, new Rectangle(Bounds.X, Bounds.Bottom - 2, Bounds.Width, 2), underline); + + bool empty = string.IsNullOrEmpty(Text); + string display = empty ? Placeholder : Text; + Color textColor = empty ? CodexColors.InkMute : CodexColors.Ink; + _font.DrawText(sb, display, new Vector2(Bounds.X + 4, Bounds.Y + 6), textColor); + + // Caret blink — top-aligned, follows the end of the text. + if (IsFocused && _caretBlink < 0.5f) + { + float caretX = Bounds.X + 4 + _font.MeasureString(Text).X; + sb.Draw(_atlas.Pixel, new Rectangle((int)caretX, Bounds.Y + 6, 1, (int)_font.LineHeight), CodexColors.Gild); + } + } +} diff --git a/Theriapolis.Game/CodexUI/Widgets/ScrollPanel.cs b/Theriapolis.Game/CodexUI/Widgets/ScrollPanel.cs new file mode 100644 index 0000000..b6ac52f --- /dev/null +++ b/Theriapolis.Game/CodexUI/Widgets/ScrollPanel.cs @@ -0,0 +1,111 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Game.CodexUI.Core; + +namespace Theriapolis.Game.CodexUI.Widgets; + +/// +/// Vertical scroll container. Measures its child at unbounded height to +/// learn the full content size, then arranges the child shifted by +/// . Mouse-wheel input changes the offset; bounds +/// hit-testing for hover/click still uses screen-space, so widgets that +/// scroll out of view simply stop receiving cursor events. +/// +/// Drawing is uncapped — child widgets draw in their offset positions, so +/// content above/below the visible band can spill into adjacent regions. +/// The screen's stepper and nav bar are painted with opaque backgrounds +/// to mask this overflow, which is cheaper than scissor clipping and avoids +/// the SpriteBatch end/restart dance. +/// +public sealed class ScrollPanel : CodexWidget +{ + public CodexWidget? Child { get; set; } + public int ScrollOffset { get; private set; } + private int _contentHeight; + private readonly CodexAtlas _atlas; + + /// + /// Fires whenever the wheel changes the scroll offset. The wizard + /// uses this to persist offset across InvalidateLayout: the + /// rebuilt tree creates a new , but the + /// stored value gets re-applied via . + /// + public System.Action? OnScrollChanged { get; set; } + + public ScrollPanel(CodexAtlas atlas, CodexWidget? child = null) + { + _atlas = atlas; + Child = child; + if (child is not null) child.Parent = this; + } + + /// Restore a saved offset before the first measure-arrange pass runs. + public void SetInitialScroll(int offset) => ScrollOffset = offset; + + protected override Point MeasureCore(Point available) + { + if (Child is null) + { + _contentHeight = 0; + return new Point(available.X, available.Y); + } + var s = Child.Measure(new Point(System.Math.Max(0, available.X - 8), int.MaxValue / 2)); + _contentHeight = s.Y; + return new Point(available.X, available.Y); + } + + protected override void ArrangeCore(Rectangle bounds) + { + ClampScroll(); + Child?.Arrange(new Rectangle(bounds.X, bounds.Y - ScrollOffset, + System.Math.Max(0, bounds.Width - 8), _contentHeight)); + } + + public override void Update(GameTime gt, CodexInput input) + { + if (Bounds.Contains(input.MousePosition) && input.ScrollDelta != 0) + { + ScrollOffset -= input.ScrollDelta / 2; + ClampScroll(); + Child?.Arrange(new Rectangle(Bounds.X, Bounds.Y - ScrollOffset, + System.Math.Max(0, Bounds.Width - 8), _contentHeight)); + OnScrollChanged?.Invoke(ScrollOffset); + } + + // Nest a clip into the visible viewport so children scrolled out + // of view don't register hover/click. Intersect with any outer + // clip the parent already set so we never widen its scope. + var prevClip = input.GetMouseClip(); + var newClip = prevClip is Rectangle p ? Rectangle.Intersect(p, Bounds) : Bounds; + input.SetMouseClip(newClip); + Child?.Update(gt, input); + if (prevClip is Rectangle r) input.SetMouseClip(r); + else input.ClearMouseClip(); + } + + public override void Draw(SpriteBatch sb, GameTime gt) + { + Child?.Draw(sb, gt); + + // Scrollbar thumb on the right edge — only when content overflows. + if (_contentHeight > Bounds.Height) + { + int trackX = Bounds.Right - 4; + int trackH = Bounds.Height; + sb.Draw(_atlas.Pixel, new Rectangle(trackX, Bounds.Y, 2, trackH), + new Color(CodexColors.Rule.R, CodexColors.Rule.G, CodexColors.Rule.B, (byte)80)); + + int thumbH = System.Math.Max(24, (int)((float)trackH * trackH / _contentHeight)); + float t = (float)ScrollOffset / System.Math.Max(1, _contentHeight - trackH); + int thumbY = Bounds.Y + (int)((trackH - thumbH) * t); + sb.Draw(_atlas.Pixel, new Rectangle(trackX, thumbY, 2, thumbH), CodexColors.Gild); + } + } + + private void ClampScroll() + { + int max = System.Math.Max(0, _contentHeight - Bounds.Height); + if (ScrollOffset < 0) ScrollOffset = 0; + if (ScrollOffset > max) ScrollOffset = max; + } +} diff --git a/Theriapolis.Game/Game1.cs b/Theriapolis.Game/Game1.cs new file mode 100644 index 0000000..fe4b9ca --- /dev/null +++ b/Theriapolis.Game/Game1.cs @@ -0,0 +1,98 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra; +using Theriapolis.Game.CodexUI.Core; +using Theriapolis.Game.Screens; + +namespace Theriapolis.Game; + +/// +/// Root MonoGame game class. +/// Owns the screen stack, SpriteBatch, and the path to content data files. +/// +public sealed class Game1 : Microsoft.Xna.Framework.Game +{ + private readonly GraphicsDeviceManager _graphics; + private SpriteBatch _spriteBatch = null!; + + public ScreenManager Screens { get; private set; } = null!; + + /// + /// Path to the Content/Data directory containing JSON data files. + /// Defaults to "Data" relative to the executable; Desktop shell overrides this. + /// + public string ContentDataDirectory { get; set; } = "Data"; + + /// + /// Path to the Content/Gfx directory containing sprite assets. Defaults to + /// "Gfx" relative to the executable; Desktop shell overrides this. The + /// TacticalAtlas reads Gfx/tactical/surface/*.png and + /// Gfx/tactical/deco/*.png from here, falling back to procedural + /// placeholders for any tile that has no PNG yet. + /// + public string ContentGfxDirectory { get; set; } = "Gfx"; + + /// + /// Strongly-typed asset bundle for CodexUI screens. Loaded once during + /// so every CodexScreen can reference the + /// atlas without re-reading PNGs from disk. + /// + public CodexAtlas CodexAtlas { get; private set; } = new(); + + // Dev background colour — distinctive so it's obvious when nothing is drawn + private static readonly Color DevClear = new(18, 24, 48); + + public Game1() + { + _graphics = new GraphicsDeviceManager(this) + { + PreferredBackBufferWidth = 1280, + PreferredBackBufferHeight = 800, + IsFullScreen = false, + }; + Content.RootDirectory = "Content"; + IsMouseVisible = true; + Window.Title = "Theriapolis"; + Window.AllowUserResizing = true; + } + + protected override void Initialize() + { + // Initialise Myra before any screen tries to use it + MyraEnvironment.Game = this; + + Screens = new ScreenManager(this); + Screens.Push(new TitleScreen()); + + base.Initialize(); + } + + protected override void LoadContent() + { + _spriteBatch = new SpriteBatch(GraphicsDevice); + + // CodexUI assets + fonts — must load before any CodexScreen is pushed. + // Fonts live under a sibling directory of Gfx; resolve via the parent. + CodexAtlas.LoadAll(GraphicsDevice, ContentGfxDirectory); + string contentRoot = System.IO.Path.GetDirectoryName(ContentGfxDirectory.TrimEnd('/', '\\')) ?? "."; + CodexFonts.LoadAll(GraphicsDevice, contentRoot); + } + + protected override void Update(GameTime gameTime) + { + // Global ESC from title → exit (ScreenManager handles in-game ESC) + if (Screens.Current is TitleScreen && Keyboard.GetState().IsKeyDown(Keys.Escape)) + Exit(); + + Screens.Update(gameTime); + base.Update(gameTime); + } + + protected override void Draw(GameTime gameTime) + { + GraphicsDevice.Clear(DevClear); + Screens.Draw(gameTime, _spriteBatch); + base.Draw(gameTime); + } +} diff --git a/Theriapolis.Game/Input/InputManager.cs b/Theriapolis.Game/Input/InputManager.cs new file mode 100644 index 0000000..c5d7d34 --- /dev/null +++ b/Theriapolis.Game/Input/InputManager.cs @@ -0,0 +1,81 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; + +namespace Theriapolis.Game.Input; + +/// +/// Single-frame input snapshot with helper methods. +/// Call Update() once per frame before any input queries. +/// +public sealed class InputManager +{ + private KeyboardState _prevKeys; + private KeyboardState _currKeys; + private MouseState _prevMouse; + private MouseState _currMouse; + + public void Update() + { + _prevKeys = _currKeys; + _currKeys = Keyboard.GetState(); + _prevMouse = _currMouse; + _currMouse = Mouse.GetState(); + } + + // ── Keyboard ────────────────────────────────────────────────────────────── + public bool IsDown(Keys key) => _currKeys.IsKeyDown(key); + public bool JustPressed(Keys key) => _currKeys.IsKeyDown(key) && _prevKeys.IsKeyUp(key); + public bool JustReleased(Keys key) => _currKeys.IsKeyUp(key) && _prevKeys.IsKeyDown(key); + + // ── Mouse ───────────────────────────────────────────────────────────────── + public Vector2 MousePosition => new(_currMouse.X, _currMouse.Y); + public bool LeftDown => _currMouse.LeftButton == ButtonState.Pressed; + public bool LeftJustDown => _currMouse.LeftButton == ButtonState.Pressed && _prevMouse.LeftButton == ButtonState.Released; + public bool LeftJustUp => _currMouse.LeftButton == ButtonState.Released && _prevMouse.LeftButton == ButtonState.Pressed; + public bool RightDown => _currMouse.RightButton == ButtonState.Pressed; + public bool RightJustDown => _currMouse.RightButton == ButtonState.Pressed && _prevMouse.RightButton == ButtonState.Released; + + /// Mouse wheel delta in scroll "ticks" (positive = forward/up). + public int ScrollDelta => _currMouse.ScrollWheelValue - _prevMouse.ScrollWheelValue; + + private Vector2 _dragStart; + private bool _dragging; + private bool _dragActivated; + private const float DragActivationPixels = 4f; + public bool IsDragging => _dragging; + + /// + /// Returns the world-space pan delta from mouse dragging. Panning is + /// suppressed until the mouse moves more than + /// from the press position, so hand-jitter during a click doesn't pan the + /// camera (at low zoom, one screen pixel can be many world pixels). + /// + public Vector2 ConsumeDragDelta(Rendering.Camera2D camera) + { + if (LeftJustDown) + { + _dragStart = MousePosition; + _dragging = true; + _dragActivated = false; + } + if (LeftJustUp) + { + _dragging = false; + _dragActivated = false; + } + + if (!_dragging || !LeftDown) return Vector2.Zero; + + if (!_dragActivated) + { + if (Vector2.Distance(MousePosition, _dragStart) < DragActivationPixels) + return Vector2.Zero; + _dragActivated = true; + _dragStart = MousePosition; // start panning from here, not from press + } + + Vector2 delta = MousePosition - _dragStart; + _dragStart = MousePosition; + return -delta / camera.Zoom; + } +} diff --git a/Theriapolis.Game/Input/PlayerController.cs b/Theriapolis.Game/Input/PlayerController.cs new file mode 100644 index 0000000..3948aa9 --- /dev/null +++ b/Theriapolis.Game/Input/PlayerController.cs @@ -0,0 +1,173 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Input; +using Theriapolis.Core; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Time; +using Theriapolis.Core.Util; +using Theriapolis.Core.World; +using Theriapolis.Game.Rendering; + +namespace Theriapolis.Game.Input; + +/// +/// Drives the player. World-map mode: click a destination, A* the path, +/// and animate the player along it while the WorldClock advances. Tactical +/// step input is added in M3 once the chunk streamer is in place — until then, +/// tactical mode is a passive observer (zoom and look around). +/// +public sealed class PlayerController +{ + private readonly PlayerActor _player; + private readonly WorldState _world; + private readonly WorldClock _clock; + private readonly WorldTravelPlanner _planner; + + /// + /// Optional callback installed by PlayScreen once tactical streaming is up + /// (M3+). Returns whether the given tactical-tile coord is walkable. + /// + public Func? TacticalIsWalkable { get; set; } + + private List<(int X, int Y)>? _path; // tile waypoints + private int _pathIndex; // index of the next waypoint + + // Sub-second carry for the world clock — tactical motion is continuous, + // so a single frame may advance fewer than one in-game second; without + // this carry, slow movement would never tick the clock past 0. + private float _tacticalClockCarry; + + public bool IsTraveling => _path is not null && _pathIndex < _path.Count; + + public PlayerController(PlayerActor player, WorldState world, WorldClock clock) + { + _player = player; + _world = world; + _clock = clock; + _planner = new WorldTravelPlanner(world); + } + + public void CancelTravel() + { + _path = null; + _pathIndex = 0; + } + + /// Queue a click destination as a new travel plan. Returns true if a path was found. + public bool RequestTravelTo(int tileX, int tileY) + { + int sx = (int)MathF.Floor(_player.Position.X / C.WORLD_TILE_PIXELS); + int sy = (int)MathF.Floor(_player.Position.Y / C.WORLD_TILE_PIXELS); + sx = Math.Clamp(sx, 0, C.WORLD_WIDTH_TILES - 1); + sy = Math.Clamp(sy, 0, C.WORLD_HEIGHT_TILES - 1); + + var path = _planner.PlanTilePath(sx, sy, tileX, tileY); + if (path is null || path.Count < 2) return false; + _path = path; + _pathIndex = 1; // we're already at the start tile + return true; + } + + public void Update(GameTime gt, InputManager input, Camera2D camera, bool isWindowFocused) + { + float dt = (float)gt.ElapsedGameTime.TotalSeconds; + if (camera.Mode == ViewMode.WorldMap) + UpdateWorldMap(dt); + else + UpdateTactical(dt, input, isWindowFocused); + } + + private void UpdateWorldMap(float dt) + { + if (_path is null) return; + if (_pathIndex >= _path.Count) { _path = null; return; } + + var (tx, ty) = _path[_pathIndex]; + var target = WorldTravelPlanner.TileCenterToWorldPixel(tx, ty); + var curPos = _player.Position; + var diff = target - curPos; + float dist = diff.Length; + float move = _player.SpeedWorldPxPerSec * dt; + + if (move >= dist) + { + int prevTileX = (int)MathF.Floor(curPos.X / C.WORLD_TILE_PIXELS); + int prevTileY = (int)MathF.Floor(curPos.Y / C.WORLD_TILE_PIXELS); + _player.Position = target; + if (dist > 1e-3f) _player.FacingAngleRad = MathF.Atan2(diff.Y, diff.X); + float legSeconds = _planner.EstimateSecondsForLeg(prevTileX, prevTileY, tx, ty); + _clock.Advance((long)MathF.Round(legSeconds)); + _pathIndex++; + if (_pathIndex >= _path.Count) _path = null; + } + else + { + var step = diff.Normalized * move; + _player.Position = curPos + step; + _player.FacingAngleRad = MathF.Atan2(diff.Y, diff.X); + ref var dst = ref _world.TileAt(tx, ty); + float secondsThisFrame = move * _planner.SecondsPerPixel(dst); + _clock.Advance((long)MathF.Round(secondsThisFrame)); + } + } + + private void UpdateTactical(float dt, InputManager input, bool isWindowFocused) + { + // M3 will install TacticalIsWalkable; until then there's nothing to do. + if (!isWindowFocused || TacticalIsWalkable is null) return; + + int dx = 0, dy = 0; + if (input.IsDown(Keys.W) || input.IsDown(Keys.Up)) dy = -1; + if (input.IsDown(Keys.S) || input.IsDown(Keys.Down)) dy = +1; + if (input.IsDown(Keys.A) || input.IsDown(Keys.Left)) dx = -1; + if (input.IsDown(Keys.D) || input.IsDown(Keys.Right)) dx = +1; + if (dx == 0 && dy == 0) return; + + // Normalize so diagonal isn't √2 faster than cardinal. + float invLen = (dx != 0 && dy != 0) ? 0.70710678f : 1f; + float vx = dx * invLen; + float vy = dy * invLen; + + // Phase 5 M3: apply encumbrance multiplier when a Character is attached. + // Carrying ≤ 100% of capacity walks at full speed; >100% is heavy + // (×0.66); >150% is over-encumbered (×0.50). + float encMult = _player.Character is not null + ? Theriapolis.Core.Rules.Stats.DerivedStats.TacticalSpeedMult(_player.Character) + : 1f; + float speed = C.TACTICAL_PLAYER_PX_PER_SEC * encMult; + float moveX = vx * speed * dt; + float moveY = vy * speed * dt; + + var pos = _player.Position; + + // Axis-separated motion gives wall-sliding for free: if X is blocked, + // Y still moves, and vice versa. Each axis tests the destination tile + // (with a small body radius so the player doesn't visibly clip walls). + const float BodyRadius = 0.35f; // tactical tiles + float newX = pos.X + moveX; + if (CanOccupy(newX, pos.Y, BodyRadius)) pos = new Vec2(newX, pos.Y); + float newY = pos.Y + moveY; + if (CanOccupy(pos.X, newY, BodyRadius)) pos = new Vec2(pos.X, newY); + + _player.Position = pos; + _player.FacingAngleRad = MathF.Atan2(vy, vx); + + // Clock: 1 tactical pixel walked = TACTICAL_STEP_SECONDS in-game seconds. + // Sub-second motion accumulates in _tacticalClockCarry so slow walking + // still ticks the clock cumulatively. + float walked = MathF.Sqrt(moveX * moveX + moveY * moveY); + float secondsThisFrame = walked * C.TACTICAL_STEP_SECONDS + _tacticalClockCarry; + long whole = (long)MathF.Floor(secondsThisFrame); + _tacticalClockCarry = secondsThisFrame - whole; + if (whole > 0) _clock.Advance(whole); + } + + private bool CanOccupy(float x, float y, float r) + { + // Sample the four corners of the player's body AABB so we don't slip + // into walls when sliding past corners. + return TacticalIsWalkable!((int)MathF.Floor(x - r), (int)MathF.Floor(y - r)) + && TacticalIsWalkable!((int)MathF.Floor(x + r), (int)MathF.Floor(y - r)) + && TacticalIsWalkable!((int)MathF.Floor(x - r), (int)MathF.Floor(y + r)) + && TacticalIsWalkable!((int)MathF.Floor(x + r), (int)MathF.Floor(y + r)); + } +} diff --git a/Theriapolis.Game/Platform/Clipboard.cs b/Theriapolis.Game/Platform/Clipboard.cs new file mode 100644 index 0000000..9990123 --- /dev/null +++ b/Theriapolis.Game/Platform/Clipboard.cs @@ -0,0 +1,20 @@ +using System.Runtime.InteropServices; + +namespace Theriapolis.Game.Platform; + +/// +/// Cross-platform clipboard writer via SDL2, which MonoGame.Framework.DesktopGL +/// already loads. Silently no-ops if the native call fails so debug-only callers +/// never crash the game. +/// +public static class Clipboard +{ + [DllImport("SDL2", EntryPoint = "SDL_SetClipboardText", CallingConvention = CallingConvention.Cdecl)] + private static extern int SDL_SetClipboardText([MarshalAs(UnmanagedType.LPUTF8Str)] string text); + + public static bool TrySetText(string text) + { + try { return SDL_SetClipboardText(text) == 0; } + catch { return false; } + } +} diff --git a/Theriapolis.Game/Platform/SavePaths.cs b/Theriapolis.Game/Platform/SavePaths.cs new file mode 100644 index 0000000..d60b7e2 --- /dev/null +++ b/Theriapolis.Game/Platform/SavePaths.cs @@ -0,0 +1,51 @@ +using System.Runtime.InteropServices; + +namespace Theriapolis.Game.Platform; + +/// +/// OS-aware save directory resolution. Per the implementation plan §4.2, +/// saves live under the platform-appropriate user data directory. +/// +public static class SavePaths +{ + /// Top-level Theriapolis save directory. Created on first call if missing. + public static string SavesDir + { + get + { + string dir = ResolveBase(); + Directory.CreateDirectory(dir); + return dir; + } + } + + public static string SlotPath(int slot) => Path.Combine(SavesDir, $"slot_{slot:D2}.trps"); + public static string AutosavePath() => Path.Combine(SavesDir, "autosave.trps"); + + private static string ResolveBase() + { + if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) + return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData), + "Theriapolis", "Saves"); + if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) + return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), + "Library", "Application Support", "Theriapolis", "Saves"); + // Linux + others: respect XDG_DATA_HOME, fall back to ~/.local/share. + string xdg = Environment.GetEnvironmentVariable("XDG_DATA_HOME") ?? ""; + if (string.IsNullOrEmpty(xdg)) + xdg = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), + ".local", "share"); + return Path.Combine(xdg, "Theriapolis", "saves"); + } + + /// Atomic-rename file write so a crash mid-save can't corrupt the slot. + public static void WriteAtomic(string path, byte[] bytes) + { + string dir = Path.GetDirectoryName(path)!; + Directory.CreateDirectory(dir); + string tmp = path + ".tmp"; + File.WriteAllBytes(tmp, bytes); + if (File.Exists(path)) File.Replace(tmp, path, destinationBackupFileName: null); + else File.Move(tmp, path); + } +} diff --git a/Theriapolis.Game/Rendering/Camera2D.cs b/Theriapolis.Game/Rendering/Camera2D.cs new file mode 100644 index 0000000..0cf6b74 --- /dev/null +++ b/Theriapolis.Game/Rendering/Camera2D.cs @@ -0,0 +1,95 @@ +using Microsoft.Xna.Framework; + +namespace Theriapolis.Game.Rendering; + +public enum ViewMode { WorldMap, Tactical } + +/// +/// 2D orthographic camera. Position is in world-pixel space. +/// Both WorldMap and Tactical views share the same camera; only the renderer changes. +/// +public sealed class Camera2D +{ + private readonly GraphicsDeviceWrapper _gd; + + /// Camera position in world-pixel space (top-left of view at zoom 1). + public Vector2 Position { get; set; } = Vector2.Zero; + + /// Zoom level. 1.0 = 1 world pixel per screen pixel. + public float Zoom { get; private set; } = 1f / Theriapolis.Core.C.WORLD_TILE_PIXELS; + + public ViewMode Mode { get; set; } = ViewMode.WorldMap; + + // Re-exports of the canonical zoom constants in C.* so existing call sites + // (Camera2D.MinZoom, etc.) keep working without churn. + public const float MinZoom = Theriapolis.Core.C.CAMERA_MIN_ZOOM; + public const float MaxZoom = Theriapolis.Core.C.CAMERA_MAX_ZOOM; + public const float TacticalThreshold = Theriapolis.Core.C.CAMERA_TACTICAL_THRESHOLD; + + public Camera2D(GraphicsDeviceWrapper gd) + { + _gd = gd; + } + + public int ScreenWidth => _gd.Width; + public int ScreenHeight => _gd.Height; + + /// SpriteBatch transform matrix for this camera. + public Matrix TransformMatrix => + Matrix.CreateTranslation(-Position.X, -Position.Y, 0f) + * Matrix.CreateScale(Zoom, Zoom, 1f) + * Matrix.CreateTranslation(ScreenWidth * 0.5f, ScreenHeight * 0.5f, 0f); + + public Vector2 WorldToScreen(Vector2 world) + { + var v = Vector2.Transform(world, TransformMatrix); + return v; + } + + public Vector2 ScreenToWorld(Vector2 screen) + { + var inv = Matrix.Invert(TransformMatrix); + return Vector2.Transform(screen, inv); + } + + public void AdjustZoom(float delta, Vector2 screenFocus) + { + // Keep the world point under screenFocus stationary + var worldFocus = ScreenToWorld(screenFocus); + Zoom = Math.Clamp(Zoom * (1f + delta), MinZoom, MaxZoom); + var newScreen = WorldToScreen(worldFocus); + Position += (screenFocus - newScreen) / Zoom; + + // Update view mode based on zoom threshold + Mode = Zoom >= TacticalThreshold ? ViewMode.Tactical : ViewMode.WorldMap; + } + + public void Pan(Vector2 worldDelta) + { + Position += worldDelta; + } + + /// + /// Returns the visible rectangle in world-tile coordinates. + /// + public (int x0, int y0, int x1, int y1) VisibleTileRect() + { + var tl = ScreenToWorld(Vector2.Zero); + var br = ScreenToWorld(new Vector2(ScreenWidth, ScreenHeight)); + int px = Theriapolis.Core.C.WORLD_TILE_PIXELS; + int x0 = Math.Max(0, (int)MathF.Floor(tl.X / px)); + int y0 = Math.Max(0, (int)MathF.Floor(tl.Y / px)); + int x1 = Math.Min(Theriapolis.Core.C.WORLD_WIDTH_TILES - 1, (int)MathF.Ceiling(br.X / px)); + int y1 = Math.Min(Theriapolis.Core.C.WORLD_HEIGHT_TILES - 1, (int)MathF.Ceiling(br.Y / px)); + return (x0, y0, x1, y1); + } +} + +/// Thin wrapper so Camera2D doesn't reference the MonoGame GraphicsDevice directly. +public sealed class GraphicsDeviceWrapper +{ + private readonly Microsoft.Xna.Framework.Graphics.GraphicsDevice _device; + public int Width => _device.Viewport.Width; + public int Height => _device.Viewport.Height; + public GraphicsDeviceWrapper(Microsoft.Xna.Framework.Graphics.GraphicsDevice device) => _device = device; +} diff --git a/Theriapolis.Game/Rendering/IMapView.cs b/Theriapolis.Game/Rendering/IMapView.cs new file mode 100644 index 0000000..81e6a03 --- /dev/null +++ b/Theriapolis.Game/Rendering/IMapView.cs @@ -0,0 +1,13 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.Rendering; + +/// +/// Common interface for world-map and tactical renderers. +/// Both share the same Camera2D and render the same polyline data. +/// +public interface IMapView +{ + void Draw(SpriteBatch spriteBatch, Camera2D camera, GameTime gameTime); +} diff --git a/Theriapolis.Game/Rendering/LineFeatureRenderer.cs b/Theriapolis.Game/Rendering/LineFeatureRenderer.cs new file mode 100644 index 0000000..d677e71 --- /dev/null +++ b/Theriapolis.Game/Rendering/LineFeatureRenderer.cs @@ -0,0 +1,202 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Theriapolis.Core.World.Polylines; +using Theriapolis.Core.Util; + +namespace Theriapolis.Game.Rendering; + +/// +/// Renders rivers, roads, and rail lines as thick world-space polylines. +/// Uses simplified LOD geometry at low zoom levels. +/// +public sealed class LineFeatureRenderer : IDisposable +{ + private readonly GraphicsDevice _gd; + private readonly WorldGenContext _ctx; + private Texture2D _pixel = null!; + private bool _disposed; + + // Zoom threshold below which SimplifiedPoints are used + private const float LodSwitchZoom = 0.15f; + + // Line widths in world pixels at full zoom (scaled by camera zoom) + private const float RiverMajorWidth = 6f; + private const float RiverWidth = 3.5f; + private const float StreamWidth = 1.5f; + private const float RailWidth = 3f; + private const float HighwayWidth = 4f; + private const float PostRoadWidth = 2.5f; + private const float DirtRoadWidth = 1.5f; + + // Line colors + private static readonly Color RiverColor = new(60, 120, 200); + private static readonly Color RailColor = new(120, 100, 80); + private static readonly Color RailTieColor = new(80, 70, 60); + private static readonly Color HighwayColor = new(210, 180, 80); + private static readonly Color PostRoadColor = new(180, 155, 70); + private static readonly Color DirtRoadColor = new(150, 130, 90); + private static readonly Color BridgeDeckColor = new(160, 140, 100); + private static readonly Color BridgeRailColor = new(100, 85, 60); + private const float BridgeDeckWidth = 6f; // wider than HighwayWidth so the deck fully covers the road underneath + + public LineFeatureRenderer(GraphicsDevice gd, WorldGenContext ctx) + { + _gd = gd; + _ctx = ctx; + BuildPixel(); + } + + private void BuildPixel() + { + _pixel = new Texture2D(_gd, 1, 1); + _pixel.SetData(new[] { Color.White }); + } + + public void Draw(SpriteBatch sb, Camera2D camera) + { + bool useLod = camera.Zoom < LodSwitchZoom; + + sb.Begin( + transformMatrix: camera.TransformMatrix, + samplerState: SamplerState.PointClamp, + sortMode: SpriteSortMode.Deferred, + blendState: BlendState.AlphaBlend); + + // Draw order: roads → rivers → bridges → rail (rail on top) + DrawRoads(sb, useLod, camera.Zoom); + DrawRivers(sb, useLod, camera.Zoom); + DrawBridges(sb, camera.Zoom); + DrawRail(sb, useLod, camera.Zoom); + + sb.End(); + } + + private void DrawRoads(SpriteBatch sb, bool useLod, float zoom) + { + // Smallest first, biggest last — so when a smaller road has been merged + // onto a larger road by PolylineCleanupStage, the larger road's wider + // stroke covers the overdraw and the junction looks clean. + foreach (var road in _ctx.World.Roads.OrderBy(RoadDrawRank)) + { + var (color, width) = road.RoadClassification switch + { + RoadType.Highway => (HighwayColor, HighwayWidth), + RoadType.PostRoad => (PostRoadColor, PostRoadWidth), + _ => (DirtRoadColor, DirtRoadWidth), + }; + DrawPolyline(sb, road, color, width, useLod); + } + } + + private static int RoadDrawRank(Polyline r) => r.RoadClassification switch + { + RoadType.Footpath => 0, + RoadType.DirtRoad => 1, + RoadType.PostRoad => 2, + RoadType.Highway => 3, + _ => 1, + }; + + private void DrawRivers(SpriteBatch sb, bool useLod, float zoom) + { + foreach (var river in _ctx.World.Rivers) + { + var (color, width) = river.RiverClassification switch + { + RiverClass.MajorRiver => (RiverColor, RiverMajorWidth), + RiverClass.River => (RiverColor, RiverWidth), + _ => (RiverColor, StreamWidth), + }; + // Scale river width slightly by flow for a natural look + float flowScale = 1f + (river.FlowAccumulation / (float)C.RIVER_MAJOR_THRESHOLD) * 0.3f; + DrawPolyline(sb, river, color, Math.Min(width * flowScale, RiverMajorWidth * 1.5f), useLod); + } + } + + private void DrawRail(SpriteBatch sb, bool useLod, float zoom) + { + foreach (var rail in _ctx.World.Rails) + { + // Draw tie marks underneath, then the rail line on top + DrawPolyline(sb, rail, RailTieColor, RailWidth + 2f, useLod); + DrawPolyline(sb, rail, RailColor, RailWidth * 0.5f, useLod); + } + } + + private void DrawBridges(SpriteBatch sb, float zoom) + { + foreach (var bridge in _ctx.World.Bridges) + { + Vector2 start = new(bridge.Start.X, bridge.Start.Y); + Vector2 end = new(bridge.End.X, bridge.End.Y); + Vector2 span = end - start; + float len = span.Length(); + if (len < 0.5f) continue; + + Vector2 roadDir = span / len; + Vector2 perpDir = new(-roadDir.Y, roadDir.X); + + // Bridge deck: follows the actual road polyline at the crossing. + DrawSegment(sb, start, end, BridgeDeckColor, BridgeDeckWidth); + + // Bridge abutments: short perpendicular bars at each end. + float halfBar = BridgeDeckWidth * 1.5f; + DrawSegment(sb, start - perpDir * halfBar, start + perpDir * halfBar, BridgeRailColor, 1f); + DrawSegment(sb, end - perpDir * halfBar, end + perpDir * halfBar, BridgeRailColor, 1f); + } + } + + private void DrawPolyline(SpriteBatch sb, Polyline polyline, Color color, float worldWidth, bool useLod) + { + var pts = (useLod && polyline.SimplifiedPoints is { Count: >= 2 }) + ? polyline.SimplifiedPoints + : polyline.Points; + + if (pts.Count < 2) return; + + for (int i = 0; i < pts.Count - 1; i++) + { + DrawSegment(sb, + new Vector2(pts[i].X, pts[i].Y), + new Vector2(pts[i + 1].X, pts[i + 1].Y), + color, worldWidth); + } + } + + private void DrawSegment(SpriteBatch sb, Vector2 from, Vector2 to, Color color, float width) + { + Vector2 diff = to - from; + float len = diff.Length(); + if (len < 0.5f) return; + + // Extend segment by half-width at both ends so consecutive segments + // overlap at joints, filling the triangular gap that appears when + // two thick rotated rectangles meet at an angle. + float extend = width * 0.5f; + Vector2 dir = diff / len; + Vector2 start = from - dir * extend; + float extLen = len + 2f * extend; + float angle = MathF.Atan2(diff.Y, diff.X); + + sb.Draw( + texture: _pixel, + position: start, + sourceRectangle: null, + color: color, + rotation: angle, + origin: new Vector2(0f, 0.5f), + scale: new Vector2(extLen, width), + effects: SpriteEffects.None, + layerDepth: 0f); + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _pixel?.Dispose(); + } +} diff --git a/Theriapolis.Game/Rendering/NpcSprite.cs b/Theriapolis.Game/Rendering/NpcSprite.cs new file mode 100644 index 0000000..618570f --- /dev/null +++ b/Theriapolis.Game/Rendering/NpcSprite.cs @@ -0,0 +1,135 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; + +namespace Theriapolis.Game.Rendering; + +/// +/// Phase 6 M4 — renders s on the tactical map (and +/// as muted dots on the world map at low zoom). Mirrors +/// 's counter-scale-by-1/Zoom approach so NPCs +/// stay constant-on-screen-size at any zoom level. +/// +/// Body colour encodes allegiance: +/// Hostile → red +/// Neutral → grey +/// Friendly → green +/// Allied → cyan +/// Player allegiance never shows here (only the player sprite renders). +/// +/// A coloured outer ring is drawn beneath each body so NPCs remain +/// visible against similar-toned terrain (settlement cobble, rock, +/// snow). Generic placeholder art — Phase 9 polish swaps for real +/// per-species sprites. +/// +public sealed class NpcSprite : IDisposable +{ + private readonly GraphicsDevice _gd; + private Texture2D _hostile = null!; + private Texture2D _neutral = null!; + private Texture2D _friendly = null!; + private Texture2D _allied = null!; + private Texture2D _ring = null!; + private bool _disposed; + + private const int MarkerPx = C.PLAYER_MARKER_SCREEN_PX; + + public NpcSprite(GraphicsDevice gd) + { + _gd = gd; + BuildTextures(); + } + + private void BuildTextures() + { + _hostile = BuildBody(new Color(220, 60, 50)); + _neutral = BuildBody(new Color(180, 180, 180)); + _friendly = BuildBody(new Color( 90, 180, 90)); + _allied = BuildBody(new Color( 90, 200, 220)); + _ring = BuildRing(); + } + + private Texture2D BuildBody(Color body) + { + int s = MarkerPx; + var pixels = new Color[s * s]; + float cx = (s - 1) * 0.5f, cy = (s - 1) * 0.5f, r = s * 0.5f - 1f; + // Slightly smaller body than player (0.78 vs 0.85) so player reads as + // the protagonist when next to NPCs. + for (int y = 0; y < s; y++) + for (int x = 0; x < s; x++) + { + float nx = x - cx, ny = y - cy; + float dist = MathF.Sqrt(nx * nx + ny * ny); + pixels[y * s + x] = dist <= r * 0.78f ? body : Color.Transparent; + } + var tex = new Texture2D(_gd, s, s); + tex.SetData(pixels); + return tex; + } + + private Texture2D BuildRing() + { + int s = MarkerPx; + var pixels = new Color[s * s]; + float cx = (s - 1) * 0.5f, cy = (s - 1) * 0.5f, r = s * 0.5f - 1f; + for (int y = 0; y < s; y++) + for (int x = 0; x < s; x++) + { + float nx = x - cx, ny = y - cy; + float dist = MathF.Sqrt(nx * nx + ny * ny); + pixels[y * s + x] = (dist > r * 0.78f && dist <= r) ? new Color(0, 0, 0, 200) : Color.Transparent; + } + var tex = new Texture2D(_gd, s, s); + tex.SetData(pixels); + return tex; + } + + /// Draw every live NPC. Caller wraps SpriteBatch.Begin/End around it. + public void Draw(SpriteBatch sb, Camera2D camera, IEnumerable npcs) + { + sb.Begin( + transformMatrix: camera.TransformMatrix, + samplerState: SamplerState.PointClamp, + sortMode: SpriteSortMode.Deferred, + blendState: BlendState.AlphaBlend); + + int s = MarkerPx; + var origin = new Vector2(s * 0.5f, s * 0.5f); + float screenScale = camera.Zoom > 1e-6f ? 1f / camera.Zoom : 1f; + + foreach (var npc in npcs) + { + if (!npc.IsAlive) continue; + var pos = new Vector2(npc.Position.X, npc.Position.Y); + var body = TextureFor(npc.Allegiance); + + sb.Draw(_ring, pos, null, Color.White, 0f, origin, screenScale, SpriteEffects.None, 0f); + sb.Draw(body, pos, null, Color.White, 0f, origin, screenScale, SpriteEffects.None, 0f); + } + + sb.End(); + } + + private Texture2D TextureFor(Allegiance a) => a switch + { + Allegiance.Hostile => _hostile, + Allegiance.Allied => _allied, + Allegiance.Friendly => _friendly, + Allegiance.Neutral => _neutral, + _ => _neutral, + }; + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _hostile?.Dispose(); + _neutral?.Dispose(); + _friendly?.Dispose(); + _allied?.Dispose(); + _ring?.Dispose(); + } +} diff --git a/Theriapolis.Game/Rendering/PlayerSprite.cs b/Theriapolis.Game/Rendering/PlayerSprite.cs new file mode 100644 index 0000000..1e34709 --- /dev/null +++ b/Theriapolis.Game/Rendering/PlayerSprite.cs @@ -0,0 +1,89 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core; +using Theriapolis.Core.Entities; + +namespace Theriapolis.Game.Rendering; + +/// +/// Renders the player actor in either view. Both world-map and tactical use +/// the same camera (world-pixel space), but the sprite is counter-scaled by +/// 1/camera.Zoom so it stays a constant on-screen size at every zoom level. +/// Otherwise the marker would become tiny when zoomed out and screen-filling +/// at CAMERA_MAX_ZOOM. +/// +public sealed class PlayerSprite : IDisposable +{ + private readonly GraphicsDevice _gd; + private Texture2D _arrow = null!; + private Texture2D _ring = null!; + private bool _disposed; + + // Texture size = target on-screen size. Convenient because the + // counter-scale formula reduces to (1 / camera.Zoom) at draw time. + private const int MarkerPx = C.PLAYER_MARKER_SCREEN_PX; + + public PlayerSprite(GraphicsDevice gd) + { + _gd = gd; + BuildTextures(); + } + + private void BuildTextures() + { + // Filled arrow — orientation comes from sprite rotation at draw time. + int s = MarkerPx; + var arrow = new Color[s * s]; + var ring = new Color[s * s]; + float cx = (s - 1) * 0.5f, cy = (s - 1) * 0.5f, r = s * 0.5f - 1f; + for (int y = 0; y < s; y++) + for (int x = 0; x < s; x++) + { + float nx = x - cx, ny = y - cy; + float dist = MathF.Sqrt(nx * nx + ny * ny); + // Filled disc (body) plus a small notch on the +X side to indicate facing. + bool body = dist <= r * 0.85f; + bool notch = nx > 0 && MathF.Abs(ny) < (r - nx) * 0.6f; + arrow[y * s + x] = body + ? (notch ? new Color(255, 230, 180) : new Color(220, 80, 60)) + : Color.Transparent; + // Outer ring drawn beneath the body so it remains visible against + // similarly-coloured terrain at low zoom (settlement icons sit + // close to the marker on the world map). + ring[y * s + x] = (dist > r * 0.85f && dist <= r) ? new Color(0, 0, 0, 200) : Color.Transparent; + } + _arrow = new Texture2D(_gd, s, s); _arrow.SetData(arrow); + _ring = new Texture2D(_gd, s, s); _ring.SetData(ring); + } + + public void Draw(SpriteBatch sb, Camera2D camera, Actor a) + { + sb.Begin( + transformMatrix: camera.TransformMatrix, + samplerState: SamplerState.PointClamp, + sortMode: SpriteSortMode.Deferred, + blendState: BlendState.AlphaBlend); + + int s = MarkerPx; + var origin = new Vector2(s * 0.5f, s * 0.5f); + var pos = new Vector2(a.Position.X, a.Position.Y); + + // Counter-scale by 1/Zoom so the camera transform's Zoom multiplier + // cancels out, leaving a constant MarkerPx-pixel on-screen size. + // Guard against zero just in case (shouldn't happen — clamped by C.CAMERA_MIN_ZOOM). + float screenScale = camera.Zoom > 1e-6f ? 1f / camera.Zoom : 1f; + + sb.Draw(_ring, pos, null, Color.White, 0f, origin, screenScale, SpriteEffects.None, 0f); + sb.Draw(_arrow, pos, null, Color.White, a.FacingAngleRad, origin, screenScale, SpriteEffects.None, 0f); + + sb.End(); + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _arrow?.Dispose(); + _ring?.Dispose(); + } +} diff --git a/Theriapolis.Game/Rendering/TacticalAtlas.cs b/Theriapolis.Game/Rendering/TacticalAtlas.cs new file mode 100644 index 0000000..71c4cf2 --- /dev/null +++ b/Theriapolis.Game/Rendering/TacticalAtlas.cs @@ -0,0 +1,277 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core; +using Theriapolis.Core.Tactical; + +namespace Theriapolis.Game.Rendering; + +/// +/// Holds one 32×32 sprite per and +/// value, with optional per-variant alternates. +/// +/// On construction, looks for PNGs under <gfxRoot>/surface/<name>.png +/// and <gfxRoot>/deco/<name>.png (lowercase enum names). For +/// variants, drop in <name>_0.png, <name>_1.png, … — +/// the chunk's per-tile Variant nibble picks one. Missing files fall +/// back to a procedurally generated solid-color placeholder so the renderer +/// always has something to draw, even with no art on disk. +/// +public sealed class TacticalAtlas : IDisposable +{ + private const int Px = C.TACTICAL_TILE_SPRITE_PX; + + private readonly GraphicsDevice _gd; + private readonly Dictionary _surfaces = new(); + private readonly Dictionary _decos = new(); + private readonly Dictionary _surfaceAvg = new(); + private readonly List _owned = new(); + private bool _disposed; + + public TacticalAtlas(GraphicsDevice gd, string? gfxRoot = null) + { + _gd = gd; + LoadAll(gfxRoot); + } + + /// Sprite for the given surface + per-tile variant. Always non-null. + public Texture2D GetSurface(TacticalSurface s, byte variant) + { + if (!_surfaces.TryGetValue(s, out var arr) || arr.Length == 0) + arr = _surfaces[TacticalSurface.None]; + return arr[variant % arr.Length]; + } + + /// Sprite for the given deco + variant, or null for . + public Texture2D? GetDeco(TacticalDeco d, byte variant) + { + if (d == TacticalDeco.None) return null; + if (!_decos.TryGetValue(d, out var arr) || arr.Length == 0) return null; + return arr[variant % arr.Length]; + } + + /// + /// Average opaque-pixel RGB of a surface, cached on first request. Used by + /// the renderer's edge-blend pass to soften the seam between adjacent + /// dissimilar surfaces (Option B autotiling — see ). + /// + public Color GetSurfaceAverageColor(TacticalSurface s) + { + if (_surfaceAvg.TryGetValue(s, out var cached)) return cached; + var tex = GetSurface(s, 0); + var pixels = new Color[tex.Width * tex.Height]; + tex.GetData(pixels); + long r = 0, g = 0, b = 0, n = 0; + foreach (var p in pixels) + { + if (p.A < 128) continue; + r += p.R; g += p.G; b += p.B; n++; + } + Color avg = n == 0 ? Color.Transparent : new Color((byte)(r / n), (byte)(g / n), (byte)(b / n)); + _surfaceAvg[s] = avg; + return avg; + } + + private void LoadAll(string? gfxRoot) + { + // Always create a magenta sentinel for missing surfaces. + _surfaces[TacticalSurface.None] = new[] { MakeSolid(new Color(255, 0, 255)) }; + + foreach (TacticalSurface s in Enum.GetValues()) + { + if (s == TacticalSurface.None) continue; + _surfaces[s] = LoadVariants(gfxRoot, "surface", s.ToString().ToLowerInvariant(), + () => MakeSurfacePlaceholder(s)); + } + foreach (TacticalDeco d in Enum.GetValues()) + { + if (d == TacticalDeco.None) continue; + _decos[d] = LoadVariants(gfxRoot, "deco", d.ToString().ToLowerInvariant(), + () => MakeDecoPlaceholder(d)); + } + } + + private Texture2D[] LoadVariants(string? root, string subdir, string name, Func placeholder) + { + var found = new List(); + if (root is not null) + { + string dir = Path.Combine(root, subdir); + if (Directory.Exists(dir)) + { + // Variant suffix files: name_0.png, name_1.png, ... + for (int i = 0; ; i++) + { + string p = Path.Combine(dir, $"{name}_{i}.png"); + if (!File.Exists(p)) break; + found.Add(LoadFile(p)); + } + // Fallback to a single name.png if no _N variants exist. + if (found.Count == 0) + { + string p = Path.Combine(dir, $"{name}.png"); + if (File.Exists(p)) found.Add(LoadFile(p)); + } + } + } + if (found.Count == 0) found.Add(placeholder()); + return found.ToArray(); + } + + private Texture2D LoadFile(string path) + { + using var stream = File.OpenRead(path); + var tex = Texture2D.FromStream(_gd, stream); + StripBorderPixels(tex); + _owned.Add(tex); + return tex; + } + + /// + /// Many AI-generated tile sources (Pixellab in particular) bake a uniform + /// dark border into each tile — sometimes pure black, sometimes a dark + /// purple/grey, and 1–3 pixels deep. Adjacent tiles in the world then + /// show as grid-lined rectangles instead of seamless terrain. + /// + /// This pass detects each side's border depth (rows/cols where ≥80% of + /// pixels are uniformly dark) and replaces those rows/cols with a copy of + /// the first interior row/col, restoring the seamless look without + /// touching tile interiors. No-ops on tiles that don't have a detectable + /// border, so it's safe to run on any input. + /// + private static void StripBorderPixels(Texture2D tex) + { + const int BorderChannelMax = 80; // every channel ≤ this counts as "dark" + const float BorderRowFrac = 0.80f; // fraction of dark pixels for a row to be a border + + int w = tex.Width, h = tex.Height; + if (w < 3 || h < 3) return; + var pixels = new Color[w * h]; + tex.GetData(pixels); + + // Only opaque dark pixels count — otherwise transparent perimeter + // (the norm for decoration sprites with see-through backgrounds) + // would be misread as a border and trigger a damaging strip. + bool IsDark(Color p) => p.A >= 128 && p.R <= BorderChannelMax && p.G <= BorderChannelMax && p.B <= BorderChannelMax; + bool RowIsBorder(int y) + { + int dark = 0; + for (int x = 0; x < w; x++) if (IsDark(pixels[y * w + x])) dark++; + return dark >= w * BorderRowFrac; + } + bool ColIsBorder(int x) + { + int dark = 0; + for (int y = 0; y < h; y++) if (IsDark(pixels[y * w + x])) dark++; + return dark >= h * BorderRowFrac; + } + + int top = 0; while (top < h / 2 && RowIsBorder(top)) top++; + int bot = h - 1; while (bot > h / 2 && RowIsBorder(bot)) bot--; + int lef = 0; while (lef < w / 2 && ColIsBorder(lef)) lef++; + int rig = w - 1; while (rig > w / 2 && ColIsBorder(rig)) rig--; + + if (top == 0 && bot == h - 1 && lef == 0 && rig == w - 1) return; // no border + + // Replace top/bottom border rows with the first interior row's pixels. + for (int y = 0; y < top; y++) + for (int x = 0; x < w; x++) pixels[y * w + x] = pixels[top * w + x]; + for (int y = bot + 1; y < h; y++) + for (int x = 0; x < w; x++) pixels[y * w + x] = pixels[bot * w + x]; + // Replace left/right columns from each row's first interior pixel + // (after the top/bottom rows have been refreshed, so corners inherit + // the cleaned-up content). + for (int y = 0; y < h; y++) + { + var fillL = pixels[y * w + lef]; + for (int x = 0; x < lef; x++) pixels[y * w + x] = fillL; + var fillR = pixels[y * w + rig]; + for (int x = rig + 1; x < w; x++) pixels[y * w + x] = fillR; + } + tex.SetData(pixels); + } + + private Texture2D MakeSolid(Color c) + { + var tex = new Texture2D(_gd, Px, Px); + var p = new Color[Px * Px]; + Array.Fill(p, c); + tex.SetData(p); + _owned.Add(tex); + return tex; + } + + private Texture2D MakeSurfacePlaceholder(TacticalSurface s) + { + // Solid fill — no border. (Earlier versions drew a 1-px darker edge + // as a debug aid, but it baked visible grid lines into adjacent + // placeholder tiles in-game.) + var c = SurfaceColor(s); + var tex = new Texture2D(_gd, Px, Px); + var pixels = new Color[Px * Px]; + Array.Fill(pixels, c); + tex.SetData(pixels); + _owned.Add(tex); + return tex; + } + + private Texture2D MakeDecoPlaceholder(TacticalDeco d) + { + var (color, fillFraction) = DecoStyle(d); + var tex = new Texture2D(_gd, Px, Px); + var pixels = new Color[Px * Px]; + float cx = (Px - 1) * 0.5f; + float r = Px * 0.5f * fillFraction; + for (int y = 0; y < Px; y++) + for (int x = 0; x < Px; x++) + { + float dx = x - cx, dy = y - cx; + pixels[y * Px + x] = (dx * dx + dy * dy) <= r * r ? color : Color.Transparent; + } + tex.SetData(pixels); + _owned.Add(tex); + return tex; + } + + private static Color SurfaceColor(TacticalSurface s) => s switch + { + TacticalSurface.DeepWater => new Color(20, 60, 130), + TacticalSurface.ShallowWater => new Color(60, 120, 180), + TacticalSurface.Marsh => new Color(70, 100, 80), + TacticalSurface.Mud => new Color(100, 80, 60), + TacticalSurface.Sand => new Color(220, 200, 150), + TacticalSurface.Snow => new Color(230, 235, 240), + TacticalSurface.Rock => new Color(120, 115, 110), + TacticalSurface.Cobble => new Color(170, 150, 120), + TacticalSurface.Gravel => new Color(150, 140, 110), + TacticalSurface.Wall => new Color(60, 55, 50), + TacticalSurface.Floor => new Color(180, 160, 130), + TacticalSurface.Dirt => new Color(120, 95, 60), + TacticalSurface.TroddenDirt => new Color(140, 110, 70), // worn / lighter than wild dirt + TacticalSurface.TallGrass => new Color(80, 140, 60), + TacticalSurface.Grass => new Color(110, 160, 70), + _ => new Color(255, 0, 255), + }; + + private static (Color color, float fillFraction) DecoStyle(TacticalDeco d) => d switch + { + TacticalDeco.Tree => (new Color(20, 80, 30), 0.85f), + TacticalDeco.Bush => (new Color(70, 110, 50), 0.55f), + TacticalDeco.Boulder => (new Color(110,100, 90), 0.65f), + TacticalDeco.Rock => (new Color(140,130,110), 0.35f), + TacticalDeco.Flower => (new Color(220,180,210), 0.25f), + TacticalDeco.Crop => (new Color(180,160, 60), 0.40f), + TacticalDeco.Reed => (new Color(120,140, 60), 0.40f), + TacticalDeco.Snag => (new Color(80, 60, 40), 0.45f), + _ => (Color.Magenta, 0.5f), + }; + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + foreach (var t in _owned) t.Dispose(); + _owned.Clear(); + _surfaces.Clear(); + _decos.Clear(); + } +} diff --git a/Theriapolis.Game/Rendering/TacticalRenderer.cs b/Theriapolis.Game/Rendering/TacticalRenderer.cs new file mode 100644 index 0000000..daa98a1 --- /dev/null +++ b/Theriapolis.Game/Rendering/TacticalRenderer.cs @@ -0,0 +1,265 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core; +using Theriapolis.Core.Tactical; + +namespace Theriapolis.Game.Rendering; + +/// +/// Renders the streamed tactical view: per-tile surface + decoration sprites, +/// with a soft edge-blend pass between dissimilar adjacent surfaces. +/// +/// Each tactical tile occupies 1×1 world pixel (the canonical coord system). +/// Sprites authored at ² are drawn at +/// scale = 1 / TACTICAL_TILE_SPRITE_PX so the source texture fits inside that +/// 1×1 cell. +/// +/// Render order, per visible chunk: +/// 1. Base surface tile (its own texture). +/// 2. Edge blend overlays — for each cardinal neighbour with a different +/// surface, draw a per-edge alpha-gradient mask tinted with the +/// neighbour's average color. This softens the otherwise hard seam +/// between dissimilar surfaces (the "wallpaper grid" look). +/// 3. Decoration sprite, if any. +/// +/// This is "Option B" autotiling per the Phase 4 plan — short-term smoothing +/// using flat color blends. The longer-term plan is "Option C": full Wang +/// corner-based autotiling driven by Pixellab's `create_topdown_tileset`, +/// where each cell picks one of 16 transition tiles based on its 4-corner +/// terrain sample. Tracked in `theriapolis-tactical-tile-art-request.md`. +/// +/// Rivers/roads/rail are NOT redrawn here; the polyline burn-in already +/// embedded them in the chunk's surface tiles, and LineFeatureRenderer keeps +/// drawing the source polylines on top so the shared visual is unbroken. +/// +public sealed class TacticalRenderer : IMapView, IDisposable +{ + private readonly GraphicsDevice _gd; + private readonly ChunkStreamer _streamer; + private readonly TacticalAtlas _atlas; + private bool _disposed; + + // 1/SpritePx — multiplied by sprite source size (32) to land at 1×1 world pixel. + private static readonly Vector2 SpriteScale = + new(1f / C.TACTICAL_TILE_SPRITE_PX, 1f / C.TACTICAL_TILE_SPRITE_PX); + + // Toggle for the Option B edge-blend pass. Currently OFF — the first + // tuning produced washed-out tiles when many neighbouring surfaces had + // saturated placeholder colours (snow≈white, sand=cream). Two issues to + // fix before re-enabling: + // 1. 4 overlapping masks compound into ~4× alpha at tile corners with + // 4 different neighbours — needs cap or non-overlapping geometry. + // 2. Tint alpha (0.55) and 16-px falloff are both too aggressive when + // the neighbour colour is nothing like our own. + // Defer re-tuning until the per-tile art set is filled in; the placeholder + // colour palette isn't a fair test bed. + // static readonly (not const) so the guard evaluates at runtime — avoids + // CS0162 unreachable-code warnings on the gated branch. + private static readonly bool EdgeBlendEnabled = false; + + // Edge masks — 32×32 textures with white RGB and an alpha gradient that + // fades from the named edge inward. Drawn over a tile (tinted with the + // neighbour's avg color) to bleed neighbour colour over our own. + private Texture2D _edgeN = null!, _edgeE = null!, _edgeS = null!, _edgeW = null!; + + public TacticalRenderer(GraphicsDevice gd, ChunkStreamer streamer, TacticalAtlas atlas) + { + _gd = gd; + _streamer = streamer; + _atlas = atlas; + BuildEdgeMasks(); + } + + private void BuildEdgeMasks() + { + _edgeN = MakeMask((x, y, sz) => 1f - (float)y / (sz / 2)); + _edgeS = MakeMask((x, y, sz) => 1f - (float)(sz - 1 - y) / (sz / 2)); + _edgeW = MakeMask((x, y, sz) => 1f - (float)x / (sz / 2)); + _edgeE = MakeMask((x, y, sz) => 1f - (float)(sz - 1 - x) / (sz / 2)); + } + + private Texture2D MakeMask(Func alphaAt) + { + int sz = C.TACTICAL_TILE_SPRITE_PX; + var pixels = new Color[sz * sz]; + for (int y = 0; y < sz; y++) + for (int x = 0; x < sz; x++) + { + float a = MathHelper.Clamp(alphaAt(x, y, sz), 0f, 1f); + // Quadratic falloff feels softer than linear at the seam itself. + a = a * a; + pixels[y * sz + x] = new Color((byte)255, (byte)255, (byte)255, (byte)(a * 255)); + } + var tex = new Texture2D(_gd, sz, sz); + tex.SetData(pixels); + return tex; + } + + public void Draw(SpriteBatch sb, Camera2D camera, GameTime gameTime) + { + // Visible AABB in tactical-tile (world-pixel) coords. + var tl = camera.ScreenToWorld(Vector2.Zero); + var br = camera.ScreenToWorld(new Vector2(camera.ScreenWidth, camera.ScreenHeight)); + int x0 = (int)MathF.Floor(tl.X) - 1; + int y0 = (int)MathF.Floor(tl.Y) - 1; + int x1 = (int)MathF.Ceiling(br.X) + 1; + int y1 = (int)MathF.Ceiling(br.Y) + 1; + + // Clamp to the world. + int worldPxW = C.WORLD_WIDTH_TILES * C.TACTICAL_PER_WORLD_TILE; + int worldPxH = C.WORLD_HEIGHT_TILES * C.TACTICAL_PER_WORLD_TILE; + x0 = Math.Clamp(x0, 0, worldPxW); + y0 = Math.Clamp(y0, 0, worldPxH); + x1 = Math.Clamp(x1, 0, worldPxW); + y1 = Math.Clamp(y1, 0, worldPxH); + if (x0 >= x1 || y0 >= y1) return; + + sb.Begin( + transformMatrix: camera.TransformMatrix, + samplerState: SamplerState.PointClamp, + sortMode: SpriteSortMode.Deferred, + blendState: BlendState.AlphaBlend); + + // Iterate chunk-by-chunk so we touch each cached chunk array directly. + var ccTl = ChunkCoord.ForTactical(x0, y0); + var ccBr = ChunkCoord.ForTactical(x1 - 1, y1 - 1); + + // Pass 1: base surfaces. + for (int cy = ccTl.Y; cy <= ccBr.Y; cy++) + for (int cx = ccTl.X; cx <= ccBr.X; cx++) + { + var chunk = _streamer.Get(new ChunkCoord(cx, cy)); + DrawChunkSurfaces(sb, chunk, x0, y0, x1, y1); + } + + // Pass 2: edge blends — gated on EdgeBlendEnabled (currently false). + if (EdgeBlendEnabled) + { + for (int cy = ccTl.Y; cy <= ccBr.Y; cy++) + for (int cx = ccTl.X; cx <= ccBr.X; cx++) + { + var chunk = _streamer.Get(new ChunkCoord(cx, cy)); + DrawChunkEdgeBlends(sb, chunk, x0, y0, x1, y1); + } + } + + // Pass 3: decorations. + for (int cy = ccTl.Y; cy <= ccBr.Y; cy++) + for (int cx = ccTl.X; cx <= ccBr.X; cx++) + { + var chunk = _streamer.Get(new ChunkCoord(cx, cy)); + DrawChunkDecos(sb, chunk, x0, y0, x1, y1); + } + + sb.End(); + } + + private void DrawChunkSurfaces(SpriteBatch sb, TacticalChunk chunk, int vx0, int vy0, int vx1, int vy1) + { + int ox = chunk.OriginX; + int oy = chunk.OriginY; + int sx = Math.Max(0, vx0 - ox); + int sy = Math.Max(0, vy0 - oy); + int ex = Math.Min(C.TACTICAL_CHUNK_SIZE, vx1 - ox); + int ey = Math.Min(C.TACTICAL_CHUNK_SIZE, vy1 - oy); + + for (int ly = sy; ly < ey; ly++) + for (int lx = sx; lx < ex; lx++) + { + ref var t = ref chunk.Tiles[lx, ly]; + var tex = _atlas.GetSurface(t.Surface, t.Variant); + sb.Draw(tex, + position: new Vector2(ox + lx, oy + ly), + sourceRectangle: null, + color: Color.White, + rotation: 0f, + origin: Vector2.Zero, + scale: SpriteScale, + effects: SpriteEffects.None, + layerDepth: 0f); + } + } + + private void DrawChunkEdgeBlends(SpriteBatch sb, TacticalChunk chunk, int vx0, int vy0, int vx1, int vy1) + { + int ox = chunk.OriginX; + int oy = chunk.OriginY; + int sx = Math.Max(0, vx0 - ox); + int sy = Math.Max(0, vy0 - oy); + int ex = Math.Min(C.TACTICAL_CHUNK_SIZE, vx1 - ox); + int ey = Math.Min(C.TACTICAL_CHUNK_SIZE, vy1 - oy); + + for (int ly = sy; ly < ey; ly++) + for (int lx = sx; lx < ex; lx++) + { + ref var t = ref chunk.Tiles[lx, ly]; + int tx = ox + lx, ty = oy + ly; + // Sample 4 cardinal neighbours via the streamer (handles cross-chunk). + var nN = _streamer.SampleTile(tx, ty - 1).Surface; + var nS = _streamer.SampleTile(tx, ty + 1).Surface; + var nW = _streamer.SampleTile(tx - 1, ty ).Surface; + var nE = _streamer.SampleTile(tx + 1, ty ).Surface; + + if (nN != t.Surface) BlendEdge(sb, tx, ty, _edgeN, _atlas.GetSurfaceAverageColor(nN)); + if (nS != t.Surface) BlendEdge(sb, tx, ty, _edgeS, _atlas.GetSurfaceAverageColor(nS)); + if (nW != t.Surface) BlendEdge(sb, tx, ty, _edgeW, _atlas.GetSurfaceAverageColor(nW)); + if (nE != t.Surface) BlendEdge(sb, tx, ty, _edgeE, _atlas.GetSurfaceAverageColor(nE)); + } + } + + private void BlendEdge(SpriteBatch sb, int tx, int ty, Texture2D mask, Color tint) + { + if (tint.A == 0) return; + // Cap blend strength so the seam softens but we don't drown out our own + // surface. 0.55 is a comfortable mid-point — stronger than a hint, weaker + // than a 50/50 blend. + var c = new Color(tint.R, tint.G, tint.B, (byte)(0.55f * 255)); + sb.Draw(mask, + position: new Vector2(tx, ty), + sourceRectangle: null, + color: c, + rotation: 0f, + origin: Vector2.Zero, + scale: SpriteScale, + effects: SpriteEffects.None, + layerDepth: 0f); + } + + private void DrawChunkDecos(SpriteBatch sb, TacticalChunk chunk, int vx0, int vy0, int vx1, int vy1) + { + int ox = chunk.OriginX; + int oy = chunk.OriginY; + int sx = Math.Max(0, vx0 - ox); + int sy = Math.Max(0, vy0 - oy); + int ex = Math.Min(C.TACTICAL_CHUNK_SIZE, vx1 - ox); + int ey = Math.Min(C.TACTICAL_CHUNK_SIZE, vy1 - oy); + + for (int ly = sy; ly < ey; ly++) + for (int lx = sx; lx < ex; lx++) + { + ref var t = ref chunk.Tiles[lx, ly]; + var tex = _atlas.GetDeco(t.Deco, t.Variant); + if (tex is null) continue; + sb.Draw(tex, + position: new Vector2(ox + lx, oy + ly), + sourceRectangle: null, + color: Color.White, + rotation: 0f, + origin: Vector2.Zero, + scale: SpriteScale, + effects: SpriteEffects.None, + layerDepth: 0f); + } + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _edgeN?.Dispose(); + _edgeE?.Dispose(); + _edgeS?.Dispose(); + _edgeW?.Dispose(); + // _atlas is owned by PlayScreen; do not dispose here. + } +} diff --git a/Theriapolis.Game/Rendering/TileAtlas.cs b/Theriapolis.Game/Rendering/TileAtlas.cs new file mode 100644 index 0000000..a3e421d --- /dev/null +++ b/Theriapolis.Game/Rendering/TileAtlas.cs @@ -0,0 +1,139 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core.Data; +using Theriapolis.Core.World; + +namespace Theriapolis.Game.Rendering; + +/// +/// Manages the biome tile textures used by the world-map renderer. +/// For Phase 0/1, all tiles are generated at runtime as flat-colour 32×32 squares +/// with a 1px darker border and a single centered letter. +/// Final art will replace these by swapping file contents; no code changes needed. +/// +public sealed class TileAtlas : IDisposable +{ + private readonly GraphicsDevice _gd; + private readonly Dictionary _textures = new(); + private readonly Dictionary _settlementIcons = new(); // keyed by tier + private SpriteFont? _font; + private bool _disposed; + + public GraphicsDevice GraphicsDevice => _gd; + + // Fallback solid-color texture for any biome that has no dedicated entry + private Texture2D? _fallback; + + public TileAtlas(GraphicsDevice gd) + { + _gd = gd; + } + + /// + /// Generate all placeholder textures from the loaded BiomeDef array. + /// Call once after content is loaded. + /// + public void GeneratePlaceholders(BiomeDef[] biomes, SpriteFont? font = null) + { + _font = font; + foreach (var def in biomes) + { + var biomeId = BiomeAssignHelper.ParseBiomeId(def.Id); + if (_textures.ContainsKey(biomeId)) continue; + _textures[biomeId] = MakeTile(def); + } + _fallback = MakeSolidColor(Color.HotPink); // obvious "missing art" colour + GenerateSettlementIcons(); + } + + /// Returns the settlement icon texture for the given tier (1–5). + public Texture2D GetSettlementIcon(int tier) + { + if (_settlementIcons.TryGetValue(tier, out var tex)) return tex; + return _fallback ?? _textures.Values.First(); + } + + private void GenerateSettlementIcons() + { + // Tier 1: large gold diamond (capital) + _settlementIcons[1] = MakeSettlementIcon(20, new Color(255, 215, 0), diamond: true); + // Tier 2: white square (city) + _settlementIcons[2] = MakeSettlementIcon(14, new Color(230, 230, 230), diamond: false); + // Tier 3: light-blue circle (town) + _settlementIcons[3] = MakeSettlementIcon(10, new Color(150, 200, 255), diamond: false); + // Tier 4: pale dot (village) + _settlementIcons[4] = MakeSettlementIcon(6, new Color(200, 200, 200), diamond: false); + // Tier 5 (PoI): small red circle + _settlementIcons[5] = MakeSettlementIcon(5, new Color(200, 60, 60), diamond: false); + } + + private Texture2D MakeSettlementIcon(int size, Color fill, bool diamond) + { + var tex = new Texture2D(_gd, size, size); + var pixels = new Color[size * size]; + float cx = (size - 1) * 0.5f; + float cy = (size - 1) * 0.5f; + + for (int py = 0; py < size; py++) + for (int px = 0; px < size; px++) + { + float nx = px - cx, ny = py - cy; + bool inside = diamond + ? (MathF.Abs(nx) + MathF.Abs(ny)) <= size * 0.5f + : (nx * nx + ny * ny) <= (cx * cx); + pixels[py * size + px] = inside ? fill : Color.Transparent; + } + + tex.SetData(pixels); + return tex; + } + + /// Returns the texture for the given biome, falling back to the error texture. + public Texture2D GetTile(BiomeId biome) + { + if (_textures.TryGetValue(biome, out var tex)) return tex; + return _fallback ?? _textures.Values.First(); + } + + // ── Texture generation helpers ──────────────────────────────────────────── + + private Texture2D MakeTile(BiomeDef def) + { + int size = Theriapolis.Core.C.WORLD_TILE_PIXELS; + var (r, g, b) = def.ParsedColor(); + var fillColor = new Color(r, g, b); + + var tex = new Texture2D(_gd, size, size); + var pixels = new Color[size * size]; + Array.Fill(pixels, fillColor); + + tex.SetData(pixels); + return tex; + } + + private Texture2D MakeSolidColor(Color color) + { + int size = Theriapolis.Core.C.WORLD_TILE_PIXELS; + var tex = new Texture2D(_gd, size, size); + var pixels = new Color[size * size]; + Array.Fill(pixels, color); + tex.SetData(pixels); + return tex; + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + foreach (var tex in _textures.Values) tex.Dispose(); + foreach (var tex in _settlementIcons.Values) tex.Dispose(); + _fallback?.Dispose(); + } +} + +/// Internal helper to avoid exposing the private static method on BiomeAssignStage. +internal static class BiomeAssignHelper +{ + public static BiomeId ParseBiomeId(string id) + => Theriapolis.Core.World.Generation.Stages.BiomeAssignStage.ParseBiomeId(id); +} diff --git a/Theriapolis.Game/Rendering/WorldMapRenderer.cs b/Theriapolis.Game/Rendering/WorldMapRenderer.cs new file mode 100644 index 0000000..f6f4c3b --- /dev/null +++ b/Theriapolis.Game/Rendering/WorldMapRenderer.cs @@ -0,0 +1,102 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; + +namespace Theriapolis.Game.Rendering; + +/// +/// Renders the world map: biome tiles, rivers, roads, rail, and settlement icons. +/// Draw order: terrain → roads → rivers → rail → settlements. +/// +public sealed class WorldMapRenderer : IMapView, IDisposable +{ + private readonly WorldGenContext _ctx; + private readonly TileAtlas _atlas; + private readonly LineFeatureRenderer _lineRenderer; + private bool _disposed; + + // Zoom level below which settlement labels are hidden to avoid clutter + private const float LabelMinZoom = 0.5f; + // Min tier to show at low zoom (hide tier 4 villages when zoomed out) + private const float SettleHideZoom = 0.08f; + + public WorldMapRenderer(WorldGenContext ctx, TileAtlas atlas) + { + _ctx = ctx; + _atlas = atlas; + _lineRenderer = new LineFeatureRenderer(atlas.GraphicsDevice, ctx); + } + + public void Draw(SpriteBatch sb, Camera2D camera, GameTime gameTime) + { + DrawTerrain(sb, camera); + _lineRenderer.Draw(sb, camera); + DrawSettlements(sb, camera); + } + + private void DrawTerrain(SpriteBatch sb, Camera2D camera) + { + var (x0, y0, x1, y1) = camera.VisibleTileRect(); + int tilePixels = C.WORLD_TILE_PIXELS; + + sb.Begin( + transformMatrix: camera.TransformMatrix, + samplerState: SamplerState.PointClamp, + sortMode: SpriteSortMode.Deferred); + + for (int ty = y0; ty <= y1; ty++) + for (int tx = x0; tx <= x1; tx++) + { + ref var tile = ref _ctx.World.TileAt(tx, ty); + var tex = _atlas.GetTile(tile.Biome); + var dest = new Rectangle(tx * tilePixels, ty * tilePixels, tilePixels, tilePixels); + sb.Draw(tex, dest, Color.White); + } + + sb.End(); + } + + private void DrawSettlements(SpriteBatch sb, Camera2D camera) + { + if (_ctx.World.Settlements.Count == 0) return; + + sb.Begin( + transformMatrix: camera.TransformMatrix, + samplerState: SamplerState.LinearClamp, + sortMode: SpriteSortMode.Deferred, + blendState: BlendState.AlphaBlend); + + bool hideSmall = camera.Zoom < SettleHideZoom; + + foreach (var s in _ctx.World.Settlements) + { + if (hideSmall && s.Tier >= 4) continue; + + var icon = _atlas.GetSettlementIcon(s.Tier); + float wx = s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f; + float wy = s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS * 0.5f; + var origin = new Vector2(icon.Width * 0.5f, icon.Height * 0.5f); + + sb.Draw(icon, + position: new Vector2(wx, wy), + sourceRectangle: null, + color: Color.White, + rotation: 0f, + origin: origin, + scale: 1f, + effects: SpriteEffects.None, + layerDepth: 0f); + } + + sb.End(); + } + + public void Dispose() + { + if (_disposed) return; + _disposed = true; + _lineRenderer.Dispose(); + } +} diff --git a/Theriapolis.Game/Screens/CharacterCreationScreen.cs b/Theriapolis.Game/Screens/CharacterCreationScreen.cs new file mode 100644 index 0000000..0428ba5 --- /dev/null +++ b/Theriapolis.Game/Screens/CharacterCreationScreen.cs @@ -0,0 +1,886 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Theriapolis.Game.UI; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 5 M5 character-creation wizard. 7-step illuminated-codex flow per +/// the Claude Design handoff (`_design_handoff/character_creation/`): +/// Clade → Species → Calling → History → Abilities → Skills → Sign. +/// +/// The right-hand aside summarises the character as it builds; an aborted +/// run from the back button returns to the title without committing. The +/// final Confirm button calls with the +/// resolver's items table so the new character arrives with their starting +/// kit equipped. +/// +/// Differences from the React design: +/// - Drag-and-drop stat assignment → click-pick-then-click-place, since +/// Myra doesn't ship native drag-drop. The pool highlights the selected +/// value; the next ability slot click consumes it. Click a filled slot +/// to return its value to the pool. +/// - Hover popovers with full trait descriptions → "Selected" detail line +/// at the bottom of the aside panel that updates on click. +/// - Illuminated-codex visual styling → semi-transparent dark panel with +/// Myra's default fonts. Full art-direction port (parchment background, +/// gilded accents, serif display fonts) is M6+ theme work. +/// +public sealed class CharacterCreationScreen : IScreen +{ + private readonly ulong _seed; + private Game1 _game = null!; + private Desktop _desktop = null!; + private VerticalStackPanel _root = null!; + + // Loaded content + private ContentResolver _content = null!; + private CladeDef[] _clades = null!; + private SpeciesDef[] _allSpecies = null!; + private ClassDef[] _classes = null!; + private BackgroundDef[] _backgrounds = null!; + + // Wizard state + private int _step; + private CladeDef? _clade; + private SpeciesDef? _species; + private ClassDef? _class; + private BackgroundDef? _background; + private string _name = "Wanderer"; + + // Stat assignment state + private bool _useRoll; + private readonly List _statPool = new(); + private readonly Dictionary _statAssign = new(); + private readonly List _statHistory = new(); + private int? _pendingPoolIdx; // index in _statPool of currently-selected value (click-pick-place) + + // Skill state + private readonly HashSet _chosenSkills = new(); + + // Stat-roll seeding (per the Phase 5 plan §4.2 / DESIGN_INTENT lock). + private readonly long _gameStartMs; + private long _msAtScreenOpen; + + // Detail panel (replaces hover popovers) — last clicked trait/skill/feature. + private string _detailTitle = ""; + private string _detailBody = ""; + + private static readonly string[] StepNames = new[] + { + "Clade", "Species", "Calling", "History", "Abilities", "Skills", "Sign", + }; + + public CharacterCreationScreen(ulong seed) + { + _seed = seed; + _gameStartMs = System.Environment.TickCount64; + } + + public void Initialize(Game1 game) + { + _game = game; + _msAtScreenOpen = System.Environment.TickCount64 - _gameStartMs; + + var loader = new ContentLoader(_game.ContentDataDirectory); + _content = new ContentResolver(loader); + _clades = _content.Clades.Values.OrderBy(c => c.Id).ToArray(); + _allSpecies = _content.Species.Values.OrderBy(s => s.Id).ToArray(); + _classes = _content.Classes.Values.OrderBy(c => c.Id).ToArray(); + _backgrounds = _content.Backgrounds.Values.OrderBy(b => b.Id).ToArray(); + + // Defaults so the player can press Confirm immediately. + _clade = _clades.FirstOrDefault(c => c.Id == "canidae") ?? _clades[0]; + _species = _allSpecies.FirstOrDefault(s => s.CladeId == _clade.Id); + _class = _classes.FirstOrDefault(c => c.Id == "fangsworn") ?? _classes[0]; + _background = _backgrounds.FirstOrDefault(b => b.Id == "pack_raised") ?? _backgrounds[0]; + InitStandardArrayPool(); + AutoPickSkills(); + + BuildUI(); + } + + // ── Layout ─────────────────────────────────────────────────────────── + + private void BuildUI() + { + _root = new VerticalStackPanel + { + Spacing = 6, + HorizontalAlignment = HorizontalAlignment.Stretch, + VerticalAlignment = VerticalAlignment.Stretch, + Padding = new Thickness(16, 12, 16, 12), + }; + + // Header + _root.Widgets.Add(new Label + { + Text = $"THERIAPOLIS — Codex of Becoming · Folio {CodexCopy.Romanize(_step + 1)} of VII — {StepNames[_step]}", + HorizontalAlignment = HorizontalAlignment.Center, + }); + _root.Widgets.Add(new Label + { + Text = $"Seed 0x{_seed:X}", + HorizontalAlignment = HorizontalAlignment.Center, + }); + _root.Widgets.Add(new Label { Text = " " }); + + // Stepper + _root.Widgets.Add(BuildStepper()); + _root.Widgets.Add(new Label { Text = " " }); + + // Two-column main area: page-main + aside. + var twoCol = new HorizontalStackPanel + { + Spacing = 18, + HorizontalAlignment = HorizontalAlignment.Stretch, + }; + twoCol.Widgets.Add(BuildCurrentStep()); + twoCol.Widgets.Add(BuildAside()); + _root.Widgets.Add(twoCol); + + // Nav bar + _root.Widgets.Add(new Label { Text = " " }); + _root.Widgets.Add(BuildNav()); + + _desktop = new Desktop { Root = _root }; + } + + private void Rebuild() => BuildUI(); + + private Widget BuildStepper() + { + var row = new HorizontalStackPanel { Spacing = 4, HorizontalAlignment = HorizontalAlignment.Center }; + int firstIncomplete = -1; + for (int i = 0; i < StepNames.Length; i++) if (ValidateStep(i) is not null) { firstIncomplete = i; break; } + + for (int i = 0; i < StepNames.Length; i++) + { + bool isCurrent = i == _step; + bool isComplete = ValidateStep(i) is null && !isCurrent; + bool locked = i > _step && firstIncomplete != -1 && firstIncomplete < i; + string mark = locked ? "✕" : (isComplete ? "✓" : CodexCopy.Romanize(i + 1)); + string label = $"{mark} {StepNames[i]}"; + int idx = i; + var btn = new TextButton + { + Text = isCurrent ? "→ " + label : " " + label, + Padding = new Thickness(8, 4, 8, 4), + Enabled = !locked, + }; + if (!locked) btn.Click += (_, _) => { _step = idx; Rebuild(); }; + row.Widgets.Add(btn); + } + return row; + } + + private Widget BuildCurrentStep() + { + var panel = new VerticalStackPanel + { + Spacing = 6, + Width = 720, + Padding = new Thickness(12, 10, 12, 10), + Background = new SolidBrush(new Color(15, 15, 25, 220)), + }; + switch (_step) + { + case 0: BuildStepClade(panel); break; + case 1: BuildStepSpecies(panel); break; + case 2: BuildStepClass(panel); break; + case 3: BuildStepBackground(panel); break; + case 4: BuildStepStats(panel); break; + case 5: BuildStepSkills(panel); break; + case 6: BuildStepReview(panel); break; + } + return panel; + } + + private Widget BuildAside() + { + var col = new VerticalStackPanel + { + Spacing = 6, + Width = 320, + Padding = new Thickness(12, 10, 12, 10), + Background = new SolidBrush(new Color(8, 8, 16, 230)), + HorizontalAlignment = HorizontalAlignment.Right, + }; + col.Widgets.Add(new Label { Text = "— THE SUBJECT —", HorizontalAlignment = HorizontalAlignment.Center }); + col.Widgets.Add(new Label { Text = " " }); + + col.Widgets.Add(new Label { Text = "Name" }); + col.Widgets.Add(new Label + { + Text = string.IsNullOrWhiteSpace(_name) ? " (unnamed)" : " " + _name, + }); + col.Widgets.Add(new Label { Text = " " }); + + col.Widgets.Add(new Label { Text = "Lineage" }); + col.Widgets.Add(new Label + { + Text = $" {_species?.Name ?? "—"} ({_clade?.Name ?? "—"} · {CodexCopy.SizeLabel(_species?.Size ?? "")})", + }); + col.Widgets.Add(new Label { Text = " " }); + + col.Widgets.Add(new Label { Text = "Calling & History" }); + col.Widgets.Add(new Label + { + Text = $" {_class?.Name ?? "—"} (d{_class?.HitDie ?? 0})\n {_background?.Name ?? "—"}", + }); + col.Widgets.Add(new Label { Text = " " }); + + col.Widgets.Add(new Label { Text = "Abilities" }); + col.Widgets.Add(new Label { Text = FormatAbilityStrip() }); + col.Widgets.Add(new Label { Text = " " }); + + int totalSkills = _chosenSkills.Count + (_background?.SkillProficiencies.Length ?? 0); + col.Widgets.Add(new Label { Text = $"Skills · {totalSkills}" }); + col.Widgets.Add(new Label { Text = " " + FormatSkillSummary() }); + + if (!string.IsNullOrEmpty(_detailTitle)) + { + col.Widgets.Add(new Label { Text = " " }); + col.Widgets.Add(new Label { Text = "— Selected —" }); + col.Widgets.Add(new Label { Text = " " + _detailTitle }); + col.Widgets.Add(new Label { Text = WordWrap(_detailBody, 38) }); + } + + return col; + } + + private Widget BuildNav() + { + var row = new HorizontalStackPanel + { + Spacing = 16, + HorizontalAlignment = HorizontalAlignment.Center, + }; + var back = new TextButton { Text = "← Back", Width = 120, Enabled = _step > 0 }; + back.Click += (_, _) => { _step--; Rebuild(); }; + row.Widgets.Add(back); + + var stepError = ValidateStep(_step); + bool allValid = AllStepsValid(); + string status = stepError is not null + ? "✘ " + stepError + : (_step < 6 ? "✓ Folio complete" : (allValid ? "✓ Ready to sign" : "✘ Some folios remain")); + row.Widgets.Add(new Label { Text = $" {status} " }); + + if (_step < StepNames.Length - 1) + { + var next = new TextButton { Text = "Next ›", Width = 120, Enabled = stepError is null }; + next.Click += (_, _) => { _step++; Rebuild(); }; + row.Widgets.Add(next); + } + else + { + var confirm = new TextButton { Text = "Confirm & Begin", Width = 200, Enabled = allValid }; + confirm.Click += (_, _) => OnConfirm(); + row.Widgets.Add(confirm); + } + return row; + } + + // ── Step builders ──────────────────────────────────────────────────── + + private void BuildStepClade(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = "Folio I — Of Bloodlines" }); + page.Widgets.Add(new Label { Text = "Choose your Clade. The body you were born to — the broad shape of your gait,\nthe fall of your shadow, the words your scent carries before you speak." }); + page.Widgets.Add(new Label { Text = " " }); + + // Group predator / prey for visual scan. + page.Widgets.Add(new Label { Text = "── Predators ──" }); + AddCladeRow(page, _clades.Where(c => c.Kind == "predator")); + page.Widgets.Add(new Label { Text = " " }); + page.Widgets.Add(new Label { Text = "── Prey ──" }); + AddCladeRow(page, _clades.Where(c => c.Kind == "prey")); + } + + private void AddCladeRow(VerticalStackPanel page, System.Collections.Generic.IEnumerable clades) + { + var row = new HorizontalStackPanel { Spacing = 6 }; + foreach (var c in clades) + { + string mods = string.Join(" ", c.AbilityMods.Select(kv => $"{kv.Key} {CodexCopy.Signed(kv.Value)}")); + string langs = string.Join(", ", c.Languages.Select(CodexCopy.LanguageName)); + string label = (_clade == c ? "→ " : " ") + c.Name + "\n " + mods + "\n langs: " + langs; + var btn = new TextButton { Text = label, Width = 220, Padding = new Thickness(6, 4, 6, 4) }; + var clade = c; + btn.Click += (_, _) => + { + _clade = clade; + if (_species is null || _species.CladeId != clade.Id) + _species = _allSpecies.FirstOrDefault(s => s.CladeId == clade.Id); + if (clade.Traits.Length > 0) ShowDetail(clade.Traits[0].Name, clade.Traits[0].Description); + Rebuild(); + }; + row.Widgets.Add(btn); + } + page.Widgets.Add(row); + } + + private void BuildStepSpecies(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = $"Folio II — Of Lineage within {_clade?.Name ?? "—"}" }); + page.Widgets.Add(new Label { Text = "Choose your Species. The species refines what the clade began —\ndifferent statures, ranges, and inheritances." }); + page.Widgets.Add(new Label { Text = " " }); + + var filtered = _allSpecies.Where(s => _clade is null || s.CladeId == _clade.Id).ToArray(); + // Render in rows of 3. + for (int i = 0; i < filtered.Length; i += 3) + { + var row = new HorizontalStackPanel { Spacing = 6 }; + for (int j = i; j < System.Math.Min(filtered.Length, i + 3); j++) + { + var s = filtered[j]; + string mods = string.Join(" ", s.AbilityMods.Select(kv => $"{kv.Key} {CodexCopy.Signed(kv.Value)}")); + string traitNames = string.Join(", ", s.Traits.Take(2).Select(t => t.Name)); + string label = (_species == s ? "→ " : " ") + s.Name + "\n " + + $"{CodexCopy.SizeLabel(s.Size)} · {s.BaseSpeedFt} ft\n " + + (string.IsNullOrEmpty(mods) ? "(no mods)" : mods) + "\n " + + (string.IsNullOrEmpty(traitNames) ? "" : traitNames); + var btn = new TextButton { Text = label, Width = 230, Padding = new Thickness(6, 4, 6, 4) }; + var sp = s; + btn.Click += (_, _) => + { + _species = sp; + if (sp.Traits.Length > 0) ShowDetail(sp.Traits[0].Name, sp.Traits[0].Description); + Rebuild(); + }; + row.Widgets.Add(btn); + } + page.Widgets.Add(row); + } + } + + private void BuildStepClass(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = "Folio III — Of Vocations" }); + page.Widgets.Add(new Label { Text = "Choose your Calling. Each shapes how you fight, treat, parley, or unmake the world.\n★ Suits Clade marks callings recommended for your chosen clade." }); + page.Widgets.Add(new Label { Text = " " }); + + for (int i = 0; i < _classes.Length; i += 2) + { + var row = new HorizontalStackPanel { Spacing = 6 }; + for (int j = i; j < System.Math.Min(_classes.Length, i + 2); j++) + { + var c = _classes[j]; + bool suits = _clade is not null && CodexCopy.IsSuited(c.Id, _clade.Id); + string suitTag = suits ? " ★" : ""; + var lvl1 = System.Array.Find(c.LevelTable, e => e.Level == 1); + string features = lvl1 is null ? "" : string.Join(", ", + lvl1.Features.Where(f => f != "asi" && f != "subclass_select" && f != "subclass_feature") + .Select(f => c.FeatureDefinitions.TryGetValue(f, out var fd) ? fd.Name : f)); + string label = (_class == c ? "→ " : " ") + c.Name + suitTag + "\n " + + $"d{c.HitDie} · {string.Join("/", c.PrimaryAbility)} · saves {string.Join("/", c.Saves)}\n " + + $"Picks {c.SkillsChoose} skill(s)\n " + features; + var btn = new TextButton { Text = label, Width = 350, Padding = new Thickness(6, 4, 6, 4) }; + var cls = c; + btn.Click += (_, _) => + { + _class = cls; + AutoPickSkills(); + if (lvl1 is not null && lvl1.Features.Length > 0) + { + var firstReal = lvl1.Features.FirstOrDefault(f => f != "asi" && f != "subclass_select" && f != "subclass_feature"); + if (firstReal is not null && cls.FeatureDefinitions.TryGetValue(firstReal, out var fd)) + ShowDetail(fd.Name, fd.Description); + } + Rebuild(); + }; + row.Widgets.Add(btn); + } + page.Widgets.Add(row); + } + } + + private void BuildStepBackground(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = "Folio IV — Of Histories" }); + page.Widgets.Add(new Label { Text = "Choose your Background. The clade gives you body, the calling gives you craft;\nbackground gives you a past — debts, contacts, scars, the way you sleep." }); + page.Widgets.Add(new Label { Text = " " }); + + for (int i = 0; i < _backgrounds.Length; i += 2) + { + var row = new HorizontalStackPanel { Spacing = 6 }; + for (int j = i; j < System.Math.Min(_backgrounds.Length, i + 2); j++) + { + var b = _backgrounds[j]; + string skills = string.Join(", ", b.SkillProficiencies.Select(CodexCopy.SkillName)); + string label = (_background == b ? "→ " : " ") + b.Name + "\n " + + b.FeatureName + "\n Skills: " + skills; + var btn = new TextButton { Text = label, Width = 350, Padding = new Thickness(6, 4, 6, 4) }; + var bg = b; + btn.Click += (_, _) => + { + _background = bg; + ShowDetail(bg.FeatureName, bg.FeatureDescription); + Rebuild(); + }; + row.Widgets.Add(btn); + } + page.Widgets.Add(row); + } + } + + private void BuildStepStats(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = "Folio V — Of Aptitudes" }); + page.Widgets.Add(new Label { Text = "Set your Abilities. Click a value in the pool to select it,\nthen click an ability to assign. Click a filled slot to return its value to the pool." }); + page.Widgets.Add(new Label { Text = " " }); + + // Method tabs + var tabs = new HorizontalStackPanel { Spacing = 8 }; + var arrayBtn = new TextButton { Text = (!_useRoll ? "→ " : " ") + "Standard Array", Width = 220 }; + arrayBtn.Click += (_, _) => { _useRoll = false; InitStandardArrayPool(); Rebuild(); }; + tabs.Widgets.Add(arrayBtn); + var rollBtn = new TextButton { Text = (_useRoll ? "→ " : " ") + "Roll 4d6 — drop lowest", Width = 260 }; + rollBtn.Click += (_, _) => { _useRoll = true; RollAndPool(); Rebuild(); }; + tabs.Widgets.Add(rollBtn); + page.Widgets.Add(tabs); + page.Widgets.Add(new Label { Text = " " }); + + // Pool + page.Widgets.Add(new Label { Text = "Pool (click to select):" }); + var poolRow = new HorizontalStackPanel { Spacing = 6 }; + if (_statPool.Count == 0) + poolRow.Widgets.Add(new Label { Text = " (all values assigned — click a slot to return its value)" }); + for (int i = 0; i < _statPool.Count; i++) + { + int idx = i; + int v = _statPool[i]; + bool selected = _pendingPoolIdx == idx; + var dieBtn = new TextButton + { + Text = (selected ? "[" + v + "]" : " " + v + " "), + Padding = new Thickness(8, 4, 8, 4), + }; + dieBtn.Click += (_, _) => { _pendingPoolIdx = (selected ? null : (int?)idx); Rebuild(); }; + poolRow.Widgets.Add(dieBtn); + } + // Inline action buttons + if (_useRoll) + { + var reroll = new TextButton { Text = "Reroll", Padding = new Thickness(6, 4, 6, 4) }; + reroll.Click += (_, _) => { RollAndPool(); Rebuild(); }; + poolRow.Widgets.Add(reroll); + } + var auto = new TextButton { Text = "Auto-assign", Padding = new Thickness(6, 4, 6, 4), Enabled = _statPool.Count > 0 }; + auto.Click += (_, _) => { AutoAssignByClassPriority(); Rebuild(); }; + poolRow.Widgets.Add(auto); + var clear = new TextButton { Text = "Clear", Padding = new Thickness(6, 4, 6, 4), Enabled = _statAssign.Count > 0 }; + clear.Click += (_, _) => { ClearAssignments(); Rebuild(); }; + poolRow.Widgets.Add(clear); + page.Widgets.Add(poolRow); + page.Widgets.Add(new Label { Text = " " }); + + // Roll history (last 3 prior rolls) + if (_useRoll && _statHistory.Count > 1) + { + var prev = _statHistory.Take(_statHistory.Count - 1).TakeLast(3); + string hist = string.Join(" ", prev.Select(h => "[" + string.Join(", ", h) + "]")); + page.Widgets.Add(new Label { Text = "Previous rolls: " + hist }); + page.Widgets.Add(new Label { Text = " " }); + } + + // Ability rows + foreach (var ab in CodexCopy.AbilityOrder) + { + int? assigned = _statAssign.TryGetValue(ab, out var v) ? v : null; + int cladeMod = ModFromDict(_clade?.AbilityMods, ab); + int speciesMod = ModFromDict(_species?.AbilityMods, ab); + int totalBonus = cladeMod + speciesMod; + int finalScore = (assigned ?? 0) + totalBonus; + int finalMod = AbilityScores.Mod(finalScore); + bool isPrimary = _class?.PrimaryAbility.Contains(ab.ToString()) == true; + string primaryTag = isPrimary ? " *" : ""; + string bonusTag = totalBonus == 0 ? "" : $" ({CodexCopy.Signed(totalBonus)} from clade+species)"; + + string slotText = assigned is null ? " [ — ] " : $" [ {assigned} ] "; + string fullText = $"{ab}{primaryTag} {CodexCopy.AbilityLabels[ab]}\n" + + $"{slotText}{bonusTag}\n" + + (assigned is null ? "" : $" Final: {finalScore} ({CodexCopy.Signed(finalMod)})"); + var rowBtn = new TextButton { Text = fullText, Width = 660, Padding = new Thickness(6, 4, 6, 4) }; + var ability = ab; + var assignedSnap = assigned; + rowBtn.Click += (_, _) => + { + if (assignedSnap is null && _pendingPoolIdx is int pidx) + { + int val = _statPool[pidx]; + _statPool.RemoveAt(pidx); + _statAssign[ability] = val; + _pendingPoolIdx = null; + } + else if (assignedSnap is int v2) + { + _statPool.Add(v2); + _statAssign.Remove(ability); + } + Rebuild(); + }; + page.Widgets.Add(rowBtn); + } + } + + private void BuildStepSkills(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = "Folio VI — Of Trained Hands" }); + page.Widgets.Add(new Label + { + Text = $"Choose your Skills. Background grants {_background?.SkillProficiencies.Length ?? 0} sealed; class lets you pick {_class?.SkillsChoose ?? 0} more.", + }); + page.Widgets.Add(new Label + { + Text = $"Chosen: {_chosenSkills.Count} / {_class?.SkillsChoose ?? 0} · Sealed by background: {_background?.SkillProficiencies.Length ?? 0}", + }); + page.Widgets.Add(new Label { Text = " " }); + + var bgLocked = new HashSet(_background?.SkillProficiencies ?? System.Array.Empty(), System.StringComparer.OrdinalIgnoreCase); + var classOpts = new HashSet(_class?.SkillOptions ?? System.Array.Empty(), System.StringComparer.OrdinalIgnoreCase); + + // Group by ability + var grouped = new Dictionary>(); + foreach (var ab in CodexCopy.AbilityOrder) grouped[ab] = new List(); + foreach (var skillId in AllSkillIds()) + { + var ab = CodexCopy.SkillAbility(skillId); + grouped[ab].Add(skillId); + } + + foreach (var ab in CodexCopy.AbilityOrder) + { + page.Widgets.Add(new Label { Text = $"── {CodexCopy.AbilityLabels[ab]} ({ab}) ──" }); + foreach (var skillId in grouped[ab]) + { + bool fromBg = bgLocked.Contains(skillId); + bool fromClass = classOpts.Contains(skillId); + bool checkedNow; + try { checkedNow = _chosenSkills.Contains(SkillIdExtensions.FromJson(skillId)); } + catch { checkedNow = false; } + string mark = fromBg ? "[BG]" : (checkedNow ? "[✓]" : (fromClass ? "[ ]" : "[—]")); + string label = $" {mark} {CodexCopy.SkillName(skillId)}" + + (fromBg ? " (sealed by background)" : (fromClass ? "" : " (not offered by class)")); + var btn = new TextButton + { + Text = label, + Width = 600, + Padding = new Thickness(4, 2, 4, 2), + Enabled = fromClass && !fromBg, + }; + if (fromClass && !fromBg) + { + var sid = skillId; + btn.Click += (_, _) => + { + SkillId enumId; + try { enumId = SkillIdExtensions.FromJson(sid); } + catch { return; } + if (_chosenSkills.Contains(enumId)) + { + _chosenSkills.Remove(enumId); + } + else if (_chosenSkills.Count < (_class?.SkillsChoose ?? 0)) + { + _chosenSkills.Add(enumId); + } + ShowDetail(CodexCopy.SkillName(sid), CodexCopy.SkillDescription(sid)); + Rebuild(); + }; + } + page.Widgets.Add(btn); + } + } + } + + private void BuildStepReview(VerticalStackPanel page) + { + page.Widgets.Add(new Label { Text = "Folio VII — Of Names & Witness" }); + page.Widgets.Add(new Label { Text = "Sign the Codex. The name you sign here is the one the world will speak." }); + page.Widgets.Add(new Label { Text = " " }); + + // Name input + var nameRow = new HorizontalStackPanel { Spacing = 8 }; + nameRow.Widgets.Add(new Label { Text = "Name:", VerticalAlignment = VerticalAlignment.Center }); + var nameInput = new TextBox { Text = _name, Width = 360 }; + nameInput.TextChanged += (_, _) => _name = nameInput.Text ?? ""; + nameRow.Widgets.Add(nameInput); + page.Widgets.Add(nameRow); + page.Widgets.Add(new Label { Text = " " }); + + // Lineage block + page.Widgets.Add(new Label { Text = "── Lineage ──" }); + page.Widgets.Add(new Label + { + Text = $" {_clade?.Name ?? "—"} / {_species?.Name ?? "—"} ({CodexCopy.SizeLabel(_species?.Size ?? "")})", + }); + page.Widgets.Add(MakeEditLink("Edit ›", 0)); + + // Calling+History + page.Widgets.Add(new Label { Text = " " }); + page.Widgets.Add(new Label { Text = "── Calling & History ──" }); + page.Widgets.Add(new Label + { + Text = $" {_class?.Name ?? "—"} (d{_class?.HitDie ?? 0} · {string.Join("/", _class?.PrimaryAbility ?? new string[0])})\n Background: {_background?.Name ?? "—"}", + }); + page.Widgets.Add(MakeEditLink("Edit Calling ›", 2)); + + // Final abilities + page.Widgets.Add(new Label { Text = " " }); + page.Widgets.Add(new Label { Text = "── Final Abilities ──" }); + page.Widgets.Add(new Label { Text = " " + FormatAbilityStrip() }); + page.Widgets.Add(MakeEditLink("Edit Abilities ›", 4)); + + // Skills + page.Widgets.Add(new Label { Text = " " }); + page.Widgets.Add(new Label { Text = "── Skills ──" }); + page.Widgets.Add(new Label { Text = " " + FormatSkillSummary() }); + page.Widgets.Add(MakeEditLink("Edit Skills ›", 5)); + + // Starting kit + page.Widgets.Add(new Label { Text = " " }); + page.Widgets.Add(new Label { Text = "── Starting Kit ──" }); + if (_class?.StartingKit is null || _class.StartingKit.Length == 0) + page.Widgets.Add(new Label { Text = " (no kit configured)" }); + else + { + foreach (var entry in _class.StartingKit) + { + string equipTag = entry.AutoEquip ? $" [equipped: {entry.EquipSlot}]" : ""; + string qtyTag = entry.Qty > 1 ? $" ×{entry.Qty}" : ""; + page.Widgets.Add(new Label { Text = $" • {CodexCopy.ItemName(entry.ItemId)}{qtyTag}{equipTag}" }); + } + } + } + + private TextButton MakeEditLink(string text, int targetStep) + { + var btn = new TextButton { Text = text, Padding = new Thickness(6, 2, 6, 2) }; + btn.Click += (_, _) => { _step = targetStep; Rebuild(); }; + return btn; + } + + // ── State helpers ──────────────────────────────────────────────────── + + private void InitStandardArrayPool() + { + _statPool.Clear(); + foreach (int v in AbilityScores.StandardArray) _statPool.Add(v); + _statAssign.Clear(); + _pendingPoolIdx = null; + } + + private void RollAndPool() + { + ulong msNow = (ulong)(System.Environment.TickCount64 - _gameStartMs); + var rng = SeededRng.ForSubsystem(_seed, C.RNG_STAT_ROLL ^ msNow); + var vals = new int[6]; + for (int i = 0; i < 6; i++) vals[i] = CharacterBuilder.Roll4d6DropLowest(rng); + _statHistory.Add(vals); + _statPool.Clear(); + foreach (var v in vals) _statPool.Add(v); + _statAssign.Clear(); + _pendingPoolIdx = null; + } + + private void AutoAssignByClassPriority() + { + var primary = _class?.PrimaryAbility ?? System.Array.Empty(); + var order = new List(); + foreach (var p in primary) order.Add(p.ToUpperInvariant()); + foreach (var a in new[] { "CON", "DEX", "STR", "WIS", "INT", "CHA" }) + if (!order.Contains(a)) order.Add(a); + + var available = _statPool.OrderByDescending(x => x).ToList(); + // Honour any already-pinned abilities; fill the rest from the pool. + var emptyAbilities = new List(); + foreach (var s in order) + { + if (TryParseAbility(s, out var ab) && !_statAssign.ContainsKey(ab)) + emptyAbilities.Add(ab); + } + for (int i = 0; i < emptyAbilities.Count && i < available.Count; i++) + { + _statAssign[emptyAbilities[i]] = available[i]; + } + // Rebuild the pool from leftovers. + _statPool.Clear(); + for (int i = emptyAbilities.Count; i < available.Count; i++) _statPool.Add(available[i]); + _pendingPoolIdx = null; + } + + private void ClearAssignments() + { + foreach (var v in _statAssign.Values) _statPool.Add(v); + _statAssign.Clear(); + _pendingPoolIdx = null; + } + + private void AutoPickSkills() + { + _chosenSkills.Clear(); + if (_class is null) return; + int n = _class.SkillsChoose; + foreach (var raw in _class.SkillOptions) + { + if (_chosenSkills.Count >= n) break; + try { _chosenSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { /* unknown */ } + } + } + + private void ShowDetail(string title, string body) + { + _detailTitle = title ?? ""; + _detailBody = body ?? ""; + } + + // ── Validation ─────────────────────────────────────────────────────── + + private string? ValidateStep(int i) + { + if (i == 0) return _clade is null ? "Pick a clade." : null; + if (i == 1) return _species is null ? "Pick a species." : null; + if (i == 2) return _class is null ? "Pick a calling." : null; + if (i == 3) return _background is null ? "Pick a background." : null; + if (i == 4) return _statAssign.Count == 6 ? null : $"Assign all six abilities ({_statAssign.Count}/6)."; + if (i == 5) + { + int need = _class?.SkillsChoose ?? 0; + return _chosenSkills.Count == need ? null : $"Pick exactly {need} skill(s) ({_chosenSkills.Count}/{need})."; + } + if (i == 6) return string.IsNullOrWhiteSpace(_name) ? "Enter a name." : null; + return null; + } + + private bool AllStepsValid() + { + for (int i = 0; i < StepNames.Length; i++) if (ValidateStep(i) is not null) return false; + return true; + } + + // ── Confirm ────────────────────────────────────────────────────────── + + private void OnConfirm() + { + if (!AllStepsValid()) return; + var b = new CharacterBuilder + { + Clade = _clade, + Species = _species, + ClassDef = _class, + Background = _background, + BaseAbilities = new AbilityScores( + _statAssign.GetValueOrDefault(AbilityId.STR), + _statAssign.GetValueOrDefault(AbilityId.DEX), + _statAssign.GetValueOrDefault(AbilityId.CON), + _statAssign.GetValueOrDefault(AbilityId.INT), + _statAssign.GetValueOrDefault(AbilityId.WIS), + _statAssign.GetValueOrDefault(AbilityId.CHA)), + Name = _name, + }; + foreach (var s in _chosenSkills) b.ChooseSkill(s); + var character = b.Build(_content.Items); + + _game.Screens.Pop(); + _game.Screens.Push(new WorldGenProgressScreen(_seed, pendingCharacter: character, pendingName: _name)); + } + + // ── Formatters ─────────────────────────────────────────────────────── + + private string FormatAbilityStrip() + { + var parts = new List(); + foreach (var ab in CodexCopy.AbilityOrder) + { + int? assigned = _statAssign.TryGetValue(ab, out var v) ? v : null; + int cladeMod = ModFromDict(_clade?.AbilityMods, ab); + int speciesMod = ModFromDict(_species?.AbilityMods, ab); + if (assigned is null) { parts.Add($"{ab} —"); continue; } + int finalScore = assigned.Value + cladeMod + speciesMod; + parts.Add($"{ab} {finalScore}({CodexCopy.Signed(AbilityScores.Mod(finalScore))})"); + } + return string.Join(" ", parts); + } + + private string FormatSkillSummary() + { + var skills = new List(); + if (_background is not null) + foreach (var s in _background.SkillProficiencies) skills.Add(CodexCopy.SkillName(s) + "*"); + foreach (var s in _chosenSkills.OrderBy(x => x.ToString())) skills.Add(s.ToString()); + if (skills.Count == 0) return "(none yet)"; + return string.Join(", ", skills) + " (* = sealed by background)"; + } + + private static int ModFromDict(System.Collections.Generic.IReadOnlyDictionary? d, AbilityId ab) + { + if (d is null) return 0; + return d.TryGetValue(ab.ToString(), out var v) ? v : 0; + } + + private static bool TryParseAbility(string raw, out AbilityId id) + { + switch (raw.ToUpperInvariant()) + { + case "STR": id = AbilityId.STR; return true; + case "DEX": id = AbilityId.DEX; return true; + case "CON": id = AbilityId.CON; return true; + case "INT": id = AbilityId.INT; return true; + case "WIS": id = AbilityId.WIS; return true; + case "CHA": id = AbilityId.CHA; return true; + default: id = AbilityId.STR; return false; + } + } + + private static System.Collections.Generic.IEnumerable AllSkillIds() => new[] + { + "athletics", "acrobatics", "sleight_of_hand", "stealth", + "arcana", "history", "investigation", "nature", "religion", + "animal_handling", "insight", "medicine", "perception", "survival", + "deception", "intimidation", "performance", "persuasion", + }; + + /// Soft word-wrap for the detail-panel body. Splits on spaces; crude but adequate. + private static string WordWrap(string text, int maxCols) + { + if (string.IsNullOrEmpty(text)) return ""; + var sb = new System.Text.StringBuilder(); + int col = 0; + foreach (var word in text.Split(' ')) + { + if (col + word.Length + 1 > maxCols) { sb.Append('\n'); sb.Append(" "); col = 2; } + else if (col > 2) { sb.Append(' '); col++; } + else if (col == 0) { sb.Append(" "); col = 2; } + sb.Append(word); + col += word.Length; + } + return sb.ToString(); + } + + // ── Lifecycle ──────────────────────────────────────────────────────── + + public void Update(GameTime gt) + { + if (Keyboard.GetState().IsKeyDown(Keys.Escape)) _game.Screens.Pop(); + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + _game.GraphicsDevice.Clear(new Color(15, 15, 25)); + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} diff --git a/Theriapolis.Game/Screens/CombatHUDScreen.cs b/Theriapolis.Game/Screens/CombatHUDScreen.cs new file mode 100644 index 0000000..b3ea153 --- /dev/null +++ b/Theriapolis.Game/Screens/CombatHUDScreen.cs @@ -0,0 +1,610 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Entities.Ai; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 5 M5 turn-based combat overlay. Pushed by PlayScreen when an +/// encounter triggers; owns the live , drives input +/// on the player's turn, ticks NPC behaviors on theirs, and on victory +/// writes results back to the live actors and pops itself. +/// +/// Player input (during player's turn): +/// WASD / arrows → move 1 tactical tile (5 ft. of movement budget) +/// SPACE → attack closest hostile in reach +/// ENTER → end turn +/// +/// Save-anywhere works mid-combat: PlayScreen.CaptureBody calls +/// ; on load, PlayScreen re-pushes this screen +/// with the rebuilt encounter via the rehydrate constructor. +/// +public sealed class CombatHUDScreen : IScreen +{ + private readonly Encounter _encounter; + private readonly ActorManager _actors; + private readonly Theriapolis.Core.Data.ContentResolver? _content; + private readonly System.Action _onEnd; + + private Game1 _game = null!; + private Desktop _desktop = null!; + private Label? _initLabel; + private Label? _logLabel; + private Label? _actionLabel; + + // NPC turn pacing — instant-resolve NPC turns frame-by-frame so the log scrolls. + private float _npcTurnDelay; + private const float NPC_TURN_SECONDS = 0.4f; + + // Edge-detect input. + private bool _spaceWas, _enterWas, _wWas, _aWas, _sWas, _dWas; + private bool _upWas, _downWas, _leftWas, _rightWas; + private bool _rWas, _tWas; + // Phase 6.5 M1 — class feature hotkeys: H = heal (Field Repair / Lay on + // Paws), V = vocalize (Vocalization Dice). + private bool _hWas, _vWas; + // Phase 6.5 M3 — P = pheromone (Scent-Broker), O = oath (Covenant-Keeper). + private bool _pWas, _oWas; + + public Encounter Encounter => _encounter; + public bool IsOver => _encounter.IsOver; + + /// Build a fresh encounter from the supplied participants and push the HUD. + public CombatHUDScreen( + Encounter encounter, + ActorManager actors, + System.Action onEnd, + Theriapolis.Core.Data.ContentResolver? content = null) + { + _encounter = encounter ?? throw new System.ArgumentNullException(nameof(encounter)); + _actors = actors ?? throw new System.ArgumentNullException(nameof(actors)); + _onEnd = onEnd ?? throw new System.ArgumentNullException(nameof(onEnd)); + _content = content; + } + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 4, + HorizontalAlignment = HorizontalAlignment.Stretch, + VerticalAlignment = VerticalAlignment.Bottom, + Padding = new Thickness(12, 8, 12, 8), + Background = new SolidBrush(new Color(0, 0, 0, 200)), + }; + + _initLabel = new Label { Text = "" }; + root.Widgets.Add(_initLabel); + + _logLabel = new Label { Text = "" }; + root.Widgets.Add(_logLabel); + + _actionLabel = new Label { Text = "WASD: move · SPACE: attack · ENTER: end turn" }; + root.Widgets.Add(_actionLabel); + + _desktop = new Desktop { Root = root }; + Refresh(); + } + + public void Update(GameTime gt) + { + if (_encounter.IsOver) { Resolve(); return; } + + var actor = _encounter.CurrentActor; + if (actor.IsDown) + { + // Phase 5 M6: player death-save loop. Roll once at the start of + // the player's turn while at 0 HP, then end turn. NPC combatants + // skip this and go straight to EndTurn (they're removed from + // initiative since IsAlive is false). + if (actor.SourceCharacter is not null && actor.DeathSaves is not null) + { + var outcome = actor.DeathSaves.Roll(_encounter, actor); + if (outcome == Theriapolis.Core.Rules.Combat.DeathSaveOutcome.Dead) + { + PushDefeated(actor.Name + " fell to a final-blow death save."); + return; + } + } + _encounter.EndTurn(); + Refresh(); + return; + } + + // Find this combatant's live actor (by id) so we can dispatch behavior or read input. + var liveActor = FindLiveActor(actor.Id); + if (liveActor is NpcActor npc) + { + _npcTurnDelay += (float)gt.ElapsedGameTime.TotalSeconds; + if (_npcTurnDelay < NPC_TURN_SECONDS) return; + _npcTurnDelay = 0f; + var ctx = new AiContext(_encounter); + BehaviorRegistry.For(npc.BehaviorId).TakeTurn(actor, ctx); + _encounter.EndTurn(); + Refresh(); + return; + } + + // Player turn — wait for input. + DrivePlayerTurn(gt); + Refresh(); + } + + private void DrivePlayerTurn(GameTime gt) + { + var ks = Keyboard.GetState(); + bool space = JustPressed(ks, Keys.Space, ref _spaceWas); + bool enter = JustPressed(ks, Keys.Enter, ref _enterWas); + bool w = JustPressed(ks, Keys.W, ref _wWas); + bool a = JustPressed(ks, Keys.A, ref _aWas); + bool s = JustPressed(ks, Keys.S, ref _sWas); + bool d = JustPressed(ks, Keys.D, ref _dWas); + bool up = JustPressed(ks, Keys.Up, ref _upWas); + bool down = JustPressed(ks, Keys.Down, ref _downWas); + bool left = JustPressed(ks, Keys.Left, ref _leftWas); + bool right = JustPressed(ks, Keys.Right, ref _rightWas); + + int dx = 0, dy = 0; + if (w || up) dy = -1; + if (s || down) dy = +1; + if (a || left) dx = -1; + if (d || right) dx = +1; + if (dx != 0 || dy != 0) TryMovePlayer(dx, dy); + if (space) TryAttack(); + if (enter) { _encounter.EndTurn(); Refresh(); } + + // Phase 5 M6: class-feature toggles. + bool r = JustPressed(ks, Keys.R, ref _rWas); + bool t = JustPressed(ks, Keys.T, ref _tWas); + if (r) TryToggleRage(); + if (t) TryToggleSentinelStance(); + + // Phase 6.5 M1: heal + vocalize hotkeys. H prefers Lay on Paws when + // available (Covenant-Keeper); falls through to Field Repair + // (Claw-Wright). V grants a Vocalization Die to the closest ally. + bool h = JustPressed(ks, Keys.H, ref _hWas); + bool v = JustPressed(ks, Keys.V, ref _vWas); + if (h) TryHealAction(); + if (v) TryVocalize(); + + // Phase 6.5 M3: pheromone + oath hotkeys. P emits a Fear pheromone + // (the most universally useful default; future UI can let the + // player pick the type). O declares an oath against the closest + // hostile. + bool p = JustPressed(ks, Keys.P, ref _pWas); + bool o = JustPressed(ks, Keys.O, ref _oWas); + if (p) TryEmitPheromone(); + if (o) TryDeclareOath(); + } + + /// + /// Phase 6.5 M3 — Scent-Broker Pheromone Craft hotkey. Bonus action; + /// emits a Fear pheromone in 10-ft radius. Hostiles in range CON-save + /// or get Frightened. Future UI iteration can offer a type picker. + /// + private void TryEmitPheromone() + { + var actor = _encounter.CurrentActor; + var c = actor.SourceCharacter; + if (c is null || c.ClassDef.Id != "scent_broker") return; + if (c.Level < 2) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: Pheromone Craft unlocks at level 2."); + return; + } + if (c.PheromoneUsesRemaining <= 0) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: no Pheromone Craft uses remaining."); + return; + } + if (Theriapolis.Core.Rules.Combat.FeatureProcessor.TryEmitPheromone( + _encounter, actor, Theriapolis.Core.Rules.Combat.PheromoneType.Fear)) + _encounter.CurrentTurn.ConsumeBonusAction(); + } + + /// + /// Phase 6.5 M3 — Covenant-Keeper Covenant's Authority hotkey. Bonus + /// action; declares an oath against the closest hostile, inflicting + /// -2 to attack rolls vs. the Covenant-Keeper for 10 rounds. + /// + private void TryDeclareOath() + { + var actor = _encounter.CurrentActor; + var c = actor.SourceCharacter; + if (c is null || c.ClassDef.Id != "covenant_keeper") return; + if (c.Level < 2) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: Covenant's Authority unlocks at level 2."); + return; + } + var aiCtx = new Theriapolis.Core.Entities.Ai.AiContext(_encounter); + var target = aiCtx.FindClosestHostile(actor); + if (target is null) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: no hostile target in sight."); + return; + } + if (Theriapolis.Core.Rules.Combat.FeatureProcessor.TryDeclareOath( + _encounter, actor, target)) + _encounter.CurrentTurn.ConsumeBonusAction(); + } + + /// + /// Phase 6.5 M1 — heal hotkey. Auto-targets the most-damaged friendly + /// (self or ally). Uses Lay on Paws (Covenant-Keeper) when there's pool + /// remaining, else falls through to Field Repair (Claw-Wright). + /// Consumes the action and a bonus action where appropriate. No-op for + /// non-healer classes. + /// + private void TryHealAction() + { + if (!_encounter.CurrentTurn.ActionAvailable) return; + var actor = _encounter.CurrentActor; + var c = actor.SourceCharacter; + if (c is null) return; + var aiCtx = new Theriapolis.Core.Entities.Ai.AiContext(_encounter); + var target = aiCtx.FindMostDamagedFriendly(actor) ?? actor; + + bool acted = false; + if (c.ClassDef.Id == "covenant_keeper" && c.LayOnPawsPoolRemaining > 0) + { + // Spend up to 5 (or whatever's needed to top up the target) per + // press — keeps the no-target-picker UX quick to use repeatedly. + int request = System.Math.Max(1, target.MaxHp - target.CurrentHp); + if (request > 5) request = 5; + acted = Theriapolis.Core.Rules.Combat.FeatureProcessor.TryLayOnPaws(_encounter, actor, target, request); + } + else if (c.ClassDef.Id == "claw_wright" && c.FieldRepairUsesRemaining > 0) + { + acted = Theriapolis.Core.Rules.Combat.FeatureProcessor.TryFieldRepair(_encounter, actor, target); + } + else + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name} has no heal action available."); + } + if (acted) _encounter.CurrentTurn.ConsumeAction(); + } + + /// + /// Phase 6.5 M1 — Vocalization Dice. Bonus action for Muzzle-Speakers; + /// auto-targets the closest ally (excludes self). No-op when no ally is + /// in combat (the typical M1 case — the player is alone). + /// + private void TryVocalize() + { + var actor = _encounter.CurrentActor; + var c = actor.SourceCharacter; + if (c is null || c.ClassDef.Id != "muzzle_speaker") return; + if (c.VocalizationDiceRemaining <= 0) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: no Vocalization Dice remaining."); + return; + } + var aiCtx = new Theriapolis.Core.Entities.Ai.AiContext(_encounter); + var ally = aiCtx.FindClosestAlly(actor); + if (ally is null) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: no ally in range to inspire."); + return; + } + if (Theriapolis.Core.Rules.Combat.FeatureProcessor.TryGrantVocalizationDie(_encounter, actor, ally)) + _encounter.CurrentTurn.ConsumeBonusAction(); + } + + private void TryToggleRage() + { + var actor = _encounter.CurrentActor; + if (actor.RageActive) + { + actor.RageActive = false; + _encounter.AppendLog(CombatLogEntry.Kind.Note, $"{actor.Name} ends the rage."); + return; + } + if (!FeatureProcessor.TryActivateRage(_encounter, actor)) + _encounter.AppendLog(CombatLogEntry.Kind.Note, $"{actor.Name} can't enter rage right now."); + _encounter.CurrentTurn.ConsumeBonusAction(); + } + + private void TryToggleSentinelStance() + { + var actor = _encounter.CurrentActor; + FeatureProcessor.ToggleSentinelStance(_encounter, actor); + _encounter.CurrentTurn.ConsumeBonusAction(); + } + + private void TryMovePlayer(int dx, int dy) + { + if (_encounter.CurrentTurn.RemainingMovementFt < 5) return; + var actor = _encounter.CurrentActor; + var newPos = new Vec2((int)actor.Position.X + dx, (int)actor.Position.Y + dy); + actor.Position = newPos; + _encounter.AppendLog(CombatLogEntry.Kind.Move, + $"{actor.Name} moves to ({(int)newPos.X},{(int)newPos.Y})."); + _encounter.CurrentTurn.ConsumeMovement(5); + } + + private void TryAttack() + { + if (!_encounter.CurrentTurn.ActionAvailable) return; + var actor = _encounter.CurrentActor; + var ctx = new AiContext(_encounter); + var target = ctx.FindClosestHostile(actor); + if (target is null) return; + var attack = actor.AttackOptions[0]; + if (!ReachAndCover.IsInReach(actor, target, attack)) + { + _encounter.AppendLog(CombatLogEntry.Kind.Note, + $"{actor.Name}: target out of reach."); + return; + } + Resolver.AttemptAttack(_encounter, actor, target, attack); + _encounter.CurrentTurn.ConsumeAction(); + } + + private static bool JustPressed(KeyboardState ks, Keys k, ref bool was) + { + bool now = ks.IsKeyDown(k); + bool jp = now && !was; + was = now; + return jp; + } + + private void Refresh() + { + if (_initLabel is not null) + { + var sb = new System.Text.StringBuilder(); + sb.Append($"R{_encounter.RoundNumber} "); + for (int i = 0; i < _encounter.InitiativeOrder.Count; i++) + { + var c = _encounter.Participants[_encounter.InitiativeOrder[i]]; + if (i == _encounter.CurrentTurnIndex) sb.Append("→"); + sb.Append($"[{c.Name} {c.CurrentHp}/{c.MaxHp}] "); + } + _initLabel.Text = sb.ToString(); + } + if (_logLabel is not null) + { + int start = System.Math.Max(0, _encounter.Log.Count - 6); + var sb = new System.Text.StringBuilder(); + for (int i = start; i < _encounter.Log.Count; i++) + { + var e = _encounter.Log[i]; + sb.AppendLine(e.Message); + } + _logLabel.Text = sb.ToString(); + } + if (_actionLabel is not null) + { + var actor = _encounter.IsOver ? null : _encounter.CurrentActor; + if (actor is null) + _actionLabel.Text = "Encounter ended."; + else if (FindLiveActor(actor.Id) is NpcActor) + _actionLabel.Text = $"{actor.Name}'s turn (NPC) …"; + else + { + string featureHints = ""; + var c = actor.SourceCharacter; + if (c is not null) + { + if (c.ClassDef.Id == "feral") + featureHints += actor.RageActive + ? $" [Raging — R to end]" + : $" [R: Rage ({c.RageUsesRemaining} left)]"; + if (c.ClassDef.Id == "bulwark") + featureHints += actor.SentinelStanceActive + ? " [Stance — T to leave]" + : " [T: Sentinel Stance]"; + // Phase 6.5 M1 hotkey hints. + if (c.ClassDef.Id == "covenant_keeper" && c.LayOnPawsPoolRemaining > 0) + featureHints += $" [H: Lay on Paws ({c.LayOnPawsPoolRemaining} HP)]"; + if (c.ClassDef.Id == "claw_wright" && c.FieldRepairUsesRemaining > 0) + featureHints += $" [H: Field Repair ({c.FieldRepairUsesRemaining})]"; + if (c.ClassDef.Id == "muzzle_speaker" && c.VocalizationDiceRemaining > 0) + featureHints += $" [V: Vocalize ({c.VocalizationDiceRemaining})]"; + // Phase 6.5 M3 hotkey hints. + if (c.ClassDef.Id == "scent_broker" && c.Level >= 2 && c.PheromoneUsesRemaining > 0) + featureHints += $" [P: Pheromone ({c.PheromoneUsesRemaining})]"; + if (c.ClassDef.Id == "covenant_keeper" && c.Level >= 2 && c.CovenantAuthorityUsesRemaining > 0) + featureHints += $" [O: Oath ({c.CovenantAuthorityUsesRemaining})]"; + } + _actionLabel.Text = $"{actor.Name}'s turn — WASD: move ({_encounter.CurrentTurn.RemainingMovementFt}ft left) · SPACE: attack · ENTER: end turn{featureHints}"; + } + } + } + + private Actor? FindLiveActor(int id) + { + foreach (var a in _actors.All) + if (a.Id == id) return a; + return null; + } + + private void Resolve() + { + // Write combatant state back to live actors and remove dead NPCs. + // Phase 5 M6: roll loot per killed NPC and auto-pickup into player + // inventory. Loot RNG is a sub-stream of the encounter seed so save+load + // round-trips produce identical drops. + var killedByChunk = new Dictionary>(); + var pickedUp = new List<(string Name, int Qty)>(); + var lootRng = _content is null + ? null + : new Theriapolis.Core.Util.SeededRng(_encounter.EncounterSeed ^ Theriapolis.Core.C.RNG_LOOT); + Theriapolis.Core.Items.Inventory? playerInv = null; + int xpEarned = 0; // Phase 6.5 M0 — sum of killed-NPC XpAward values; awarded to player below. + + foreach (var c in _encounter.Participants) + { + var live = FindLiveActor(c.Id); + if (live is NpcActor npc) + { + npc.CurrentHp = c.CurrentHp; + npc.Position = c.Position; + if (c.IsDown) + { + if (npc.SourceChunk is { } chunk && npc.SourceSpawnIndex is int idx) + { + if (!killedByChunk.TryGetValue(chunk, out var list)) + killedByChunk[chunk] = list = new List(); + list.Add(idx); + } + // Auto-pickup loot into player inventory. Residents + // (Phase 6 M1) don't have a loot table — only Phase 5 + // hostiles do. + if (lootRng is not null && _content is not null && npc.Template is not null) + { + var drops = Theriapolis.Core.Loot.LootRoller.Roll( + npc.Template.LootTable, _content.LootTables, _content.Items, lootRng); + foreach (var d in drops) + { + playerInv ??= _actors.Player?.Character?.Inventory; + if (playerInv is null) break; + playerInv.Add(d.Def, d.Qty); + pickedUp.Add((d.Def.Name, d.Qty)); + } + } + // Phase 6.5 M0 — award XP for the kill. Templates' XpAward + // was loaded since Phase 5 but never consumed; this is + // the wiring. + if (npc.Template is not null && npc.Template.XpAward > 0) + xpEarned += npc.Template.XpAward; + _actors.RemoveActor(npc.Id); + } + } + else if (live is PlayerActor pa && pa.Character is not null) + { + pa.Character.CurrentHp = c.CurrentHp; + pa.Position = c.Position; + pa.Character.Conditions.Clear(); + foreach (var cond in c.Conditions) pa.Character.Conditions.Add(cond); + } + } + + if (pickedUp.Count > 0) + { + string lootLine = string.Join(", ", pickedUp.Select(p => p.Qty > 1 ? $"{p.Name} ×{p.Qty}" : p.Name)); + _encounter.AppendLog(CombatLogEntry.Kind.Note, "Picked up: " + lootLine); + } + + // Phase 6.5 M0 — award accumulated combat XP to the player. + if (xpEarned > 0) + { + var pcChar = _actors.Player?.Character; + if (pcChar is not null) + { + pcChar.Xp += xpEarned; + _encounter.AppendLog(CombatLogEntry.Kind.Note, $"+{xpEarned} XP."); + if (Theriapolis.Core.Rules.Character.LevelUpFlow.CanLevelUp(pcChar)) + _encounter.AppendLog(CombatLogEntry.Kind.Note, "Level up available — open the pause menu."); + } + } + + var result = new EncounterEndResult + { + Killed = killedByChunk, + PlayerSurvived = _encounter.Participants.Any(c => + c.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Player && !c.IsDown), + }; + _onEnd(result); + _game.Screens.Pop(); + } + + /// + /// Snapshot the encounter for save-anywhere. PlayScreen.CaptureBody + /// calls this and stores the result in SaveBody.ActiveEncounter. + /// + private void PushDefeated(string cause) + { + // Pop ourselves so the play-screen sits underneath; then push the + // DefeatedScreen which the player can dismiss to return to title. + _onEnd(new EncounterEndResult { PlayerSurvived = false }); + _game.Screens.Pop(); + _game.Screens.Push(new DefeatedScreen(cause)); + } + + public EncounterState SnapshotForSave() + { + var snaps = new CombatantSnapshot[_encounter.Participants.Count]; + for (int i = 0; i < _encounter.Participants.Count; i++) + { + var c = _encounter.Participants[i]; + var snap = new CombatantSnapshot + { + Id = c.Id, + Name = c.Name, + IsPlayer = c.SourceCharacter is not null, + CurrentHp = c.CurrentHp, + PositionX = c.Position.X, + PositionY = c.Position.Y, + Conditions = c.Conditions.Select(x => (byte)x).ToArray(), + }; + if (c.SourceTemplate is not null) + { + snap.NpcTemplateId = c.SourceTemplate.Id; + var live = FindLiveActor(c.Id); + if (live is NpcActor npc) + { + snap.NpcChunkX = npc.SourceChunk?.X; + snap.NpcChunkY = npc.SourceChunk?.Y; + snap.NpcSpawnIndex = npc.SourceSpawnIndex; + } + } + snaps[i] = snap; + } + var initOrder = new int[_encounter.InitiativeOrder.Count]; + for (int i = 0; i < initOrder.Length; i++) initOrder[i] = _encounter.InitiativeOrder[i]; + return new EncounterState + { + EncounterId = _encounter.EncounterId, + RollCount = _encounter.RollCount, + CurrentTurnIndex = _encounter.CurrentTurnIndex, + RoundNumber = _encounter.RoundNumber, + InitiativeOrder = initOrder, + Combatants = snaps, + }; + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + // Don't clear — let the play-screen's last frame stay visible underneath. + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} + +/// +/// Reported back to PlayScreen when an encounter wraps so it can update +/// the chunk roster delta + decide whether to push the death screen. +/// +public sealed class EncounterEndResult +{ + public Dictionary> Killed { get; init; } + = new(); + public bool PlayerSurvived { get; init; } = true; +} diff --git a/Theriapolis.Game/Screens/DefeatedScreen.cs b/Theriapolis.Game/Screens/DefeatedScreen.cs new file mode 100644 index 0000000..1a85f56 --- /dev/null +++ b/Theriapolis.Game/Screens/DefeatedScreen.cs @@ -0,0 +1,98 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Game.Platform; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 5 M6: shown when the player's death-save loop fails (3 cumulative +/// failures). Permadeath per the §9 resolved decision — the only option is +/// "Return to Title". The autosave_combat slot persists, so the player can +/// load it from the title screen and retry. +/// +public sealed class DefeatedScreen : IScreen +{ + private readonly string _causeOfDeath; + private Game1 _game = null!; + private Desktop _desktop = null!; + private bool _enterWas = true; + private bool _escWas = true; + + public DefeatedScreen(string causeOfDeath = "") + { + _causeOfDeath = causeOfDeath ?? ""; + } + + public void Initialize(Game1 game) + { + _game = game; + var root = new VerticalStackPanel + { + Spacing = 14, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + Padding = new Thickness(50, 40, 50, 40), + Background = new SolidBrush(new Color(20, 0, 0, 230)), + }; + root.Widgets.Add(new Label { Text = "YOU HAVE DIED", HorizontalAlignment = HorizontalAlignment.Center }); + root.Widgets.Add(new Label { Text = " " }); + if (!string.IsNullOrEmpty(_causeOfDeath)) + { + root.Widgets.Add(new Label { Text = _causeOfDeath, HorizontalAlignment = HorizontalAlignment.Center }); + root.Widgets.Add(new Label { Text = " " }); + } + root.Widgets.Add(new Label + { + Text = $"Your last autosave is at slot \"{C.SAVE_SLOT_AUTOSAVE_COMBAT}\".", + HorizontalAlignment = HorizontalAlignment.Center, + }); + root.Widgets.Add(new Label + { + Text = "Load from the title to retry the encounter.", + HorizontalAlignment = HorizontalAlignment.Center, + }); + root.Widgets.Add(new Label { Text = " " }); + + var ret = new TextButton { Text = "Return to Title (ENTER)", Width = 280, HorizontalAlignment = HorizontalAlignment.Center }; + ret.Click += (_, _) => ReturnToTitle(); + root.Widgets.Add(ret); + + _desktop = new Desktop { Root = root }; + } + + private void ReturnToTitle() + { + // Pop everything above the TitleScreen. Stack at this point is: + // Title → CharacterCreation (popped) → WorldGenProgress (popped) → + // PlayScreen → CombatHUD (popped earlier) → DefeatedScreen. + // So we need to pop DefeatedScreen + PlayScreen = 2 pops. + // ScreenManager.Pop is queue-based now, so multiple calls all apply. + _game.Screens.Pop(); + _game.Screens.Pop(); + } + + public void Update(GameTime gt) + { + var ks = Keyboard.GetState(); + bool enter = ks.IsKeyDown(Keys.Enter); + bool esc = ks.IsKeyDown(Keys.Escape); + bool enterPressed = enter && !_enterWas; + bool escPressed = esc && !_escWas; + _enterWas = enter; _escWas = esc; + if (enterPressed || escPressed) ReturnToTitle(); + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + // Don't clear — leave the play-screen's last frame underneath. + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} diff --git a/Theriapolis.Game/Screens/IScreen.cs b/Theriapolis.Game/Screens/IScreen.cs new file mode 100644 index 0000000..d950352 --- /dev/null +++ b/Theriapolis.Game/Screens/IScreen.cs @@ -0,0 +1,26 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.Screens; + +/// +/// A single game screen (title, world map, tactical, etc.). +/// Managed by ScreenManager as a push/pop stack. +/// +public interface IScreen +{ + /// Called once when the screen is first pushed onto the stack. + void Initialize(Game1 game); + + /// Called every frame while this screen is active (top of stack). + void Update(GameTime gameTime); + + /// Called every frame to draw the screen. + void Draw(GameTime gameTime, SpriteBatch spriteBatch); + + /// Called when a screen is popped or another is pushed on top. + void Deactivate(); + + /// Called when this screen comes back to the top of the stack. + void Reactivate(); +} diff --git a/Theriapolis.Game/Screens/InteractionScreen.cs b/Theriapolis.Game/Screens/InteractionScreen.cs new file mode 100644 index 0000000..1a135ec --- /dev/null +++ b/Theriapolis.Game/Screens/InteractionScreen.cs @@ -0,0 +1,395 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Dialogue; +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 6 M3 — full dialogue UI driven by . +/// Pushed by when the player presses F next to a +/// friendly/neutral NPC. +/// +/// Layout: +/// - Speaker header: NPC name + role + bias profile + effective disposition +/// - Scrollback: history of NPC lines, PC choices, narration (skill-check rolls) +/// - Options: numbered, conditions evaluated each refresh +/// - Footer: "(1-9 to choose · Esc to leave)" +/// +/// On open_shop effect: pushes ; resumes +/// dialogue when shop closes. +/// +public sealed class InteractionScreen : IScreen +{ + private readonly NpcActor _npc; + private readonly ContentResolver? _content; + private readonly PlayScreen? _playScreen; + private DialogueRunner? _runner; + + private Game1 _game = null!; + private Desktop _desktop = null!; + private VerticalStackPanel _root = null!; + private VerticalStackPanel _historyPanel = null!; + private VerticalStackPanel _optionsPanel = null!; + private bool _escWasDown = true; + private bool _fWasDown = true; + private bool _enterWasDown = true; + private readonly bool[] _numWasDown = new bool[10]; + + public InteractionScreen(NpcActor npc, ContentResolver? content = null, PlayScreen? playScreen = null) + { + _npc = npc ?? throw new System.ArgumentNullException(nameof(npc)); + _content = content; + _playScreen = playScreen; + } + + public void Initialize(Game1 game) + { + _game = game; + _runner = TryBuildRunner(); + BuildLayout(); + } + + private DialogueRunner? TryBuildRunner() + { + if (_content is null || _playScreen is null) return null; + var pc = _playScreen.PlayerCharacter(); + if (pc is null) return null; + if (string.IsNullOrEmpty(_npc.DialogueId)) return null; + if (!_content.Dialogues.TryGetValue(_npc.DialogueId, out var tree)) return null; + + var ctx = new DialogueContext(_npc, pc, _playScreen.Reputation, _playScreen.Flags, _content) + { + PlayerWorldTileX = (int)(_playScreen.PlayerActorPosition().X / Theriapolis.Core.C.WORLD_TILE_PIXELS), + PlayerWorldTileY = (int)(_playScreen.PlayerActorPosition().Y / Theriapolis.Core.C.WORLD_TILE_PIXELS), + WorldClockSeconds = _playScreen.ClockSeconds(), + }; + return new DialogueRunner(tree, ctx, _playScreen.WorldSeed()); + } + + private void BuildLayout() + { + _root = new VerticalStackPanel + { + Spacing = 8, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + Padding = new Thickness(40, 24, 40, 24), + Background = new SolidBrush(new Color(15, 12, 8, 235)), + Width = 760, + }; + + _root.Widgets.Add(BuildHeader()); + _historyPanel = new VerticalStackPanel { Spacing = 2, Width = 680 }; + _root.Widgets.Add(_historyPanel); + _optionsPanel = new VerticalStackPanel { Spacing = 4, HorizontalAlignment = HorizontalAlignment.Center }; + _root.Widgets.Add(_optionsPanel); + _root.Widgets.Add(new Label + { + Text = "(1-9 to choose · Esc to leave · F also closes)", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(120, 110, 100), + }); + + Refresh(); + _desktop = new Desktop { Root = _root }; + } + + private Widget BuildHeader() + { + var header = new VerticalStackPanel { Spacing = 2, HorizontalAlignment = HorizontalAlignment.Center }; + header.Widgets.Add(new Label + { + Text = _npc.DisplayName, + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(255, 230, 170), + }); + string roleLine = FormatRoleLine(_npc.RoleTag); + if (!string.IsNullOrEmpty(roleLine)) + header.Widgets.Add(new Label { Text = roleLine, HorizontalAlignment = HorizontalAlignment.Center, TextColor = new Color(180, 160, 130) }); + + // Disposition footnote: profile + score + label. + if (_content is not null && _playScreen?.PlayerCharacter() is { } pc) + { + var br = EffectiveDisposition.Breakdown(_npc, pc, _playScreen.Reputation, _content, + _playScreen.World(), _playScreen.WorldSeed()); + string profile = _content.BiasProfiles.TryGetValue(_npc.BiasProfileId, out var bp) ? bp.Name : _npc.BiasProfileId; + header.Widgets.Add(new Label + { + Text = $"[{profile}] · {DispositionLabels.DisplayName(br.Label)} {br.Total:+#;-#;0}", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(120, 140, 180), + }); + + // Phase 6.5 M1 — Scent Literacy overlay. Appears when the PC has + // the level-1 Scent-Broker feature; surfaces NPC clade, species, + // and HP%. ScentTags (Phase 6.5 M6) appear here when authored. + string? scentLine = ScentReadingFor(_npc, pc); + if (scentLine is not null) + { + header.Widgets.Add(new Label + { + Text = scentLine, + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(180, 160, 200), + }); + } + } + header.Widgets.Add(new Label { Text = " " }); + return header; + } + + /// + /// Phase 6.5 M1 — produce the Scent Literacy line for the dialogue + /// header, or null if the PC doesn't have the feature. Scent Literacy + /// is granted by the level-1 Scent-Broker entry in classes.json + /// (scent_literacy) and tracked in + /// + /// after Phase 6.5 M0; for Phase-5-built characters that predate the + /// LearnedFeatureIds wiring, fall back to a class-id check. + /// + /// Phase 6.5 M6 — surfaces the top + /// from . Scent Mastery + /// (master_nose, level 11) reads up to 3 tags; baseline Scent + /// Literacy reads the top 1. + /// + private static string? ScentReadingFor(NpcActor npc, Theriapolis.Core.Rules.Character.Character pc) + { + bool hasFeature = pc.LearnedFeatureIds.Contains("scent_literacy") + || pc.ClassDef.Id == "scent_broker"; // L1-default fallback for legacy saves + if (!hasFeature) return null; + + string clade = npc.Resident?.Clade ?? npc.Template?.Behavior ?? "unknown"; + string species = npc.Resident?.Species ?? "—"; + // HP% from the live actor. + int hpPct = npc.MaxHp > 0 + ? (int)System.Math.Round(100.0 * npc.CurrentHp / npc.MaxHp) + : 100; + // Hide noise: NPCs we haven't damaged yet show "—" instead of 100% to + // avoid "the innkeeper is at 100% HP" redundancy in flavour reads. + string hp = hpPct == 100 ? "—" : $"{hpPct}%"; + + // Phase 6.5 M6 — Scent Mastery (master_nose) reads up to 3 tags; + // baseline Scent Literacy reads the top 1. + int tagCount = pc.LearnedFeatureIds.Contains("master_nose") ? 3 : 1; + var tags = npc.ComputeScentTags(tagCount); + string tagSuffix = ""; + if (tags.Count > 0) + { + var rendered = tags.Select(t => "⚠ " + t.DisplayName()); + tagSuffix = " · " + string.Join(" · ", rendered); + } + + return $"⊙ Scent: {Capitalize(clade)} ({Capitalize(species)}) · HP {hp}{tagSuffix}"; + } + + private static string Capitalize(string s) + { + if (string.IsNullOrEmpty(s)) return s; + return char.ToUpperInvariant(s[0]) + s[1..].Replace('_', ' '); + } + + private void Refresh() + { + _historyPanel.Widgets.Clear(); + _optionsPanel.Widgets.Clear(); + + if (_runner is null) + { + _historyPanel.Widgets.Add(new Label + { + Text = "(They have nothing to say yet.)", + TextColor = new Color(180, 180, 180), + }); + _historyPanel.Widgets.Add(new Label + { + Text = "— No dialogue tree authored for this NPC yet. (Phase 6 M3 ships generic_merchant/villager/guard.)", + TextColor = new Color(120, 110, 100), + Wrap = true, + }); + var close = new TextButton + { + Text = "1. Goodbye", + Width = 240, + HorizontalAlignment = HorizontalAlignment.Center, + }; + close.Click += (_, _) => _game.Screens.Pop(); + _optionsPanel.Widgets.Add(close); + return; + } + + // Render history (last DIALOGUE_HISTORY_LINES entries). + int start = System.Math.Max(0, _runner.History.Count - Theriapolis.Core.C.DIALOGUE_HISTORY_LINES); + for (int i = start; i < _runner.History.Count; i++) + { + var entry = _runner.History[i]; + string prefix = entry.Speaker switch + { + DialogueSpeaker.Pc => " > ", + DialogueSpeaker.Narration => " ", + _ => "", + }; + Color color = entry.Speaker switch + { + DialogueSpeaker.Npc => new Color(220, 220, 200), + DialogueSpeaker.Pc => new Color(170, 200, 220), + DialogueSpeaker.Narration => new Color(160, 180, 140), + _ => Color.White, + }; + _historyPanel.Widgets.Add(new Label { Text = prefix + entry.Text, Wrap = true, Width = 680, TextColor = color }); + } + + if (_runner.IsOver) + { + var close = new TextButton + { + Text = "1. (close)", + Width = 240, + HorizontalAlignment = HorizontalAlignment.Center, + }; + close.Click += (_, _) => _game.Screens.Pop(); + _optionsPanel.Widgets.Add(close); + return; + } + + // Render options: number them by DISPLAY index (visible only). + int displayN = 0; + foreach (var (origIdx, opt) in _runner.VisibleOptions()) + { + displayN++; + int captured = origIdx; + string label = $"{displayN}. {opt.Text}"; + if (opt.SkillCheck is { } sc) + label = $"{displayN}. [{sc.Skill.ToUpperInvariant()} DC {sc.Dc}] {opt.Text}"; + var btn = new TextButton + { + Text = label, + Width = 680, + HorizontalAlignment = HorizontalAlignment.Center, + }; + btn.Click += (_, _) => OnOptionPicked(captured); + _optionsPanel.Widgets.Add(btn); + if (displayN >= Theriapolis.Core.C.DIALOGUE_MAX_OPTIONS_PER_NODE) break; + } + } + + private void OnOptionPicked(int origIndex) + { + if (_runner is null) return; + _runner.ChooseOption(origIndex); + + // Phase 6 M4 — dialogue's start_quest effects buffer quest ids on + // the runner context. Drain them into the live engine before + // refreshing, so journal entries print in the right order. + if (_playScreen is not null && _runner.Context.StartQuestRequests.Count > 0) + { + var qctx = _playScreen.BuildQuestContextForDialogue(); + if (qctx is not null) + { + foreach (var qid in _runner.Context.StartQuestRequests) + _playScreen.QuestEngine.Start(qid, qctx); + } + _runner.Context.StartQuestRequests.Clear(); + } + + Refresh(); + + // Effects may have flipped DialogueContext.ShopRequested. Push the + // shop modal and clear the flag so re-entry doesn't loop. + if (_runner.Context.ShopRequested + && _content is not null + && _playScreen?.PlayerCharacter() is { } pcChar) + { + _runner.Context.ShopRequested = false; + _game.Screens.Push(new ShopScreen(_npc, pcChar, _content, _playScreen)); + } + } + + public void Update(GameTime gt) + { + var ks = Keyboard.GetState(); + bool esc = ks.IsKeyDown(Keys.Escape); + bool f = ks.IsKeyDown(Keys.F); + bool ent = ks.IsKeyDown(Keys.Enter); + bool escPressed = esc && !_escWasDown; + bool fPressed = f && !_fWasDown; + bool entPressed = ent && !_enterWasDown; + _escWasDown = esc; _fWasDown = f; _enterWasDown = ent; + + if (escPressed || fPressed) { _game.Screens.Pop(); return; } + + // Number-key option picks (edge-detected so a held key fires once). + if (_runner is not null && !_runner.IsOver) + { + for (int n = 1; n <= 9; n++) + { + Keys k1 = (Keys)((int)Keys.D0 + n); + Keys k2 = (Keys)((int)Keys.NumPad0 + n); + bool down = ks.IsKeyDown(k1) || ks.IsKeyDown(k2); + bool pressed = down && !_numWasDown[n]; + _numWasDown[n] = down; + if (pressed) + { + HandleNumberPick(n); + return; + } + } + } + else if (_runner is { IsOver: true } && entPressed) + { + _game.Screens.Pop(); + } + } + + private void HandleNumberPick(int displayN) + { + if (_runner is null) return; + int seen = 0; + foreach (var (origIdx, _) in _runner.VisibleOptions()) + { + seen++; + if (seen == displayN) + { + OnOptionPicked(origIdx); + return; + } + } + } + + public void Draw(GameTime gt, SpriteBatch sb) => _desktop.Render(); + public void Deactivate() { } + public void Reactivate() { Refresh(); } + + // ── Helpers ────────────────────────────────────────────────────────── + + private static string FormatRoleLine(string roleTag) + { + if (string.IsNullOrEmpty(roleTag)) return ""; + int dot = roleTag.LastIndexOf('.'); + if (dot < 0) return TitleCase(roleTag); + string anchor = roleTag[..dot]; + string role = roleTag[(dot + 1)..]; + return $"{TitleCase(role)} of {TitleCase(anchor)}"; + } + + private static string TitleCase(string raw) + { + if (string.IsNullOrEmpty(raw)) return ""; + Span buf = stackalloc char[raw.Length]; + bool capNext = true; + for (int i = 0; i < raw.Length; i++) + { + char c = raw[i]; + if (c == '_' || c == '.') { buf[i] = ' '; capNext = true; continue; } + buf[i] = capNext ? char.ToUpperInvariant(c) : c; + capNext = false; + } + return new string(buf); + } +} diff --git a/Theriapolis.Game/Screens/InventoryScreen.cs b/Theriapolis.Game/Screens/InventoryScreen.cs new file mode 100644 index 0000000..0959ed6 --- /dev/null +++ b/Theriapolis.Game/Screens/InventoryScreen.cs @@ -0,0 +1,249 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 5 M3 inventory screen. Pushed by when the +/// player presses TAB. Two-column layout: equipped slots on the left, bagged +/// items on the right. Click an equipped slot to unequip; click a bagged +/// item to equip into its natural slot (weapon → main hand, armor → body, +/// shield → off hand, enhancer → matching natural-weapon slot). +/// +/// All mutations are direct on the character's ; +/// recomputes AC/Speed automatically on +/// next read, so no signals or events are needed. +/// +public sealed class InventoryScreen : IScreen +{ + private readonly Character _character; + private Game1 _game = null!; + private Desktop _desktop = null!; + private Label? _statusLabel; + private bool _tabWasDown = true; + private bool _escWasDown = true; + + public InventoryScreen(Character character) + { + _character = character ?? throw new System.ArgumentNullException(nameof(character)); + } + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 6, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Top, + Margin = new Thickness(20), + Padding = new Thickness(20, 12, 20, 12), + Background = new SolidBrush(new Color(0, 0, 0, 220)), + }; + + // Header + root.Widgets.Add(new Label + { + Text = $"INVENTORY — {_character.Species.Name} {_character.ClassDef.Name} (Lv{_character.Level})", + HorizontalAlignment = HorizontalAlignment.Center, + }); + root.Widgets.Add(new Label + { + Text = FormatStatLine(), + HorizontalAlignment = HorizontalAlignment.Center, + }); + root.Widgets.Add(new Label { Text = " " }); + + // Two columns + var columns = new HorizontalStackPanel { Spacing = 24 }; + + // Equipped column + var equippedCol = new VerticalStackPanel { Spacing = 4, Width = 320 }; + equippedCol.Widgets.Add(new Label { Text = "EQUIPPED:" }); + foreach (EquipSlot slot in EquipSlotsToShow()) + equippedCol.Widgets.Add(BuildEquippedSlotRow(slot)); + columns.Widgets.Add(equippedCol); + + // Inventory column + var bagCol = new VerticalStackPanel { Spacing = 4, Width = 380 }; + bagCol.Widgets.Add(new Label + { + Text = $"INVENTORY ({_character.Inventory.Items.Count} stacks, {_character.Inventory.TotalWeightLb:F1} lb):", + }); + bool any = false; + foreach (var item in _character.Inventory.Items) + { + // Skip equipped items in the bag list — they're shown in the equipped column. + if (item.EquippedAt is not null) continue; + any = true; + bagCol.Widgets.Add(BuildBagItemRow(item)); + } + if (!any) + bagCol.Widgets.Add(new Label { Text = " (everything is equipped)" }); + columns.Widgets.Add(bagCol); + + root.Widgets.Add(columns); + + // Status line + root.Widgets.Add(new Label { Text = " " }); + _statusLabel = new Label { Text = "TAB or ESC to close.", HorizontalAlignment = HorizontalAlignment.Center }; + root.Widgets.Add(_statusLabel); + + _desktop = new Desktop { Root = root }; + } + + private Widget BuildEquippedSlotRow(EquipSlot slot) + { + var inst = _character.Inventory.GetEquipped(slot); + string text = inst is null + ? $" {SlotLabel(slot),-18}—" + : $" {SlotLabel(slot),-18}{inst.Def.Name}"; + var btn = new TextButton + { + Text = text, + Width = 320, + Padding = new Thickness(4, 2, 4, 2), + }; + if (inst is not null) + btn.Click += (_, _) => + { + _character.Inventory.TryUnequip(slot, out var err); + if (!string.IsNullOrEmpty(err) && _statusLabel is not null) _statusLabel.Text = err; + else SetStatus($"Unequipped {inst.Def.Name}."); + BuildUI(); + }; + else btn.Enabled = false; + return btn; + } + + private Widget BuildBagItemRow(ItemInstance inst) + { + string suffix = inst.Qty > 1 ? $" ×{inst.Qty}" : ""; + string weight = $" ({inst.TotalWeightLb:F1} lb)"; + var btn = new TextButton + { + Text = $" {inst.Def.Name}{suffix}{weight}", + Width = 380, + Padding = new Thickness(4, 2, 4, 2), + }; + var auto = NaturalSlotFor(inst); + if (auto is null) + { + btn.Enabled = false; // gear / consumables — no equip target in M3 + } + else + { + btn.Click += (_, _) => + { + if (_character.Inventory.TryEquip(inst, auto.Value, out var err)) + SetStatus($"Equipped {inst.Def.Name} into {auto.Value}."); + else + SetStatus(err); + BuildUI(); + }; + } + return btn; + } + + /// + /// Default equip slot for an item based on kind. Returns null for items + /// that have no obvious slot (consumables, adventuring gear). + /// + private static EquipSlot? NaturalSlotFor(ItemInstance inst) + { + switch (inst.Def.Kind) + { + case "weapon": + return EquipSlot.MainHand; + case "armor": + return EquipSlot.Body; + case "shield": + return EquipSlot.OffHand; + case "natural_weapon_enhancer": + return EquipSlotExtensions.FromEnhancerSlot(inst.Def.EnhancerSlot); + default: + return null; + } + } + + private static IEnumerable EquipSlotsToShow() => new[] + { + EquipSlot.MainHand, + EquipSlot.OffHand, + EquipSlot.Body, + EquipSlot.Helm, + EquipSlot.Cloak, + EquipSlot.Boots, + EquipSlot.AdaptivePack, + EquipSlot.NaturalWeaponFang, + EquipSlot.NaturalWeaponClaw, + EquipSlot.NaturalWeaponHoof, + EquipSlot.NaturalWeaponAntler, + EquipSlot.NaturalWeaponHorn, + }; + + private static string SlotLabel(EquipSlot s) => s switch + { + EquipSlot.MainHand => "Main hand:", + EquipSlot.OffHand => "Off hand:", + EquipSlot.Body => "Body:", + EquipSlot.Helm => "Helm:", + EquipSlot.Cloak => "Cloak:", + EquipSlot.Boots => "Boots:", + EquipSlot.AdaptivePack => "Pack:", + EquipSlot.NaturalWeaponFang => "Fang caps:", + EquipSlot.NaturalWeaponClaw => "Claw sheaths:", + EquipSlot.NaturalWeaponHoof => "Hoof plates:", + EquipSlot.NaturalWeaponAntler => "Antler tips:", + EquipSlot.NaturalWeaponHorn => "Horn rings:", + _ => s.ToString(), + }; + + private string FormatStatLine() + { + int ac = DerivedStats.ArmorClass(_character); + int spd = DerivedStats.SpeedFt(_character); + float cap = DerivedStats.CarryCapacityLb(_character); + var enc = DerivedStats.Encumbrance(_character); + return $"HP {_character.CurrentHp}/{_character.MaxHp} AC {ac} Speed {spd} ft. " + + $"Carry {_character.Inventory.TotalWeightLb:F1}/{cap:F1} lb ({enc})"; + } + + private void SetStatus(string text) + { + if (_statusLabel is not null) _statusLabel.Text = text; + } + + public void Update(GameTime gt) + { + var ks = Keyboard.GetState(); + bool tab = ks.IsKeyDown(Keys.Tab); + bool esc = ks.IsKeyDown(Keys.Escape); + bool tabPressed = tab && !_tabWasDown; + bool escPressed = esc && !_escWasDown; + _tabWasDown = tab; + _escWasDown = esc; + if (tabPressed || escPressed) _game.Screens.Pop(); + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + // Don't clear — let the play screen's last frame show through (semi-transparent overlay). + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} diff --git a/Theriapolis.Game/Screens/LevelUpScreen.cs b/Theriapolis.Game/Screens/LevelUpScreen.cs new file mode 100644 index 0000000..1208e6c --- /dev/null +++ b/Theriapolis.Game/Screens/LevelUpScreen.cs @@ -0,0 +1,322 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 6.5 M0 — the level-up modal. Pushed by +/// when the player clicks "Level Up" while +/// returns true. +/// +/// Shows the rolled (or averaged) HP gain, the feature unlocks for this +/// level, and — when applicable — the ASI picker and subclass picker. On +/// confirm, applies the deltas to the player's +/// via and pops; if the player still +/// has enough XP for another level, the screen offers to re-open. +/// +public sealed class LevelUpScreen : IScreen +{ + private readonly Character _character; + private readonly ulong _baseSeed; + private readonly IReadOnlyDictionary? _subclasses; + private Game1 _game = null!; + private Desktop _desktop = null!; + private LevelUpResult _preview = null!; + private LevelUpChoices _choices = null!; + private Label? _statusLabel; + private bool _escWasDown = true; + + public LevelUpScreen( + Character character, + ulong baseSeed, + IReadOnlyDictionary? subclasses = null) + { + _character = character ?? throw new ArgumentNullException(nameof(character)); + _baseSeed = baseSeed; + _subclasses = subclasses; + } + + public void Initialize(Game1 game) + { + _game = game; + RecomputePreview(takeAverage: true); + Build(); + } + + private void RecomputePreview(bool takeAverage) + { + int targetLevel = _character.Level + 1; + ulong seed = _baseSeed + ^ C.RNG_LEVELUP + ^ (ulong)targetLevel + // Mix in level-up history length so each successive level-up + // (when the player chains multiple at once) gets a distinct + // sub-seed even when targetLevel is reused after re-entry. + ^ ((ulong)_character.LevelUpHistory.Count << 16); + _preview = LevelUpFlow.Compute(_character, targetLevel, seed, + takeAverage: takeAverage, + subclasses: _subclasses); + _choices = new LevelUpChoices { TakeAverageHp = takeAverage }; + } + + private void Build() + { + var root = new VerticalStackPanel + { + Spacing = 8, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + Background = new SolidBrush(new Color(0, 0, 0, 220)), + Padding = new Thickness(40, 24, 40, 24), + }; + + root.Widgets.Add(new Label + { + Text = $"LEVEL UP — Level {_character.Level} → {_preview.NewLevel}", + HorizontalAlignment = HorizontalAlignment.Center, + }); + root.Widgets.Add(new Label { Text = " " }); + + // HP section. + string hpLine = _preview.HpWasAveraged + ? $"HP: +{_preview.HpGained} (took average; rolled would be 1d{_character.ClassDef.HitDie})" + : $"HP: +{_preview.HpGained} (rolled {_preview.HpHitDieResult} on 1d{_character.ClassDef.HitDie})"; + root.Widgets.Add(new Label { Text = hpLine, HorizontalAlignment = HorizontalAlignment.Center }); + + var hpToggle = new TextButton + { + Text = _preview.HpWasAveraged ? "Switch to: Roll HP" : "Switch to: Take average HP", + Width = 280, + HorizontalAlignment = HorizontalAlignment.Center, + }; + hpToggle.Click += (_, _) => + { + RecomputePreview(takeAverage: !_preview.HpWasAveraged); + Build(); + }; + root.Widgets.Add(hpToggle); + + // Class features. + if (_preview.ClassFeaturesUnlocked.Length > 0) + { + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label { Text = "Features unlocked:", HorizontalAlignment = HorizontalAlignment.Center }); + foreach (var fid in _preview.ClassFeaturesUnlocked) + { + string display = fid; + if (_character.ClassDef.FeatureDefinitions.TryGetValue(fid, out var def)) + display = string.IsNullOrEmpty(def.Name) ? fid : $"{def.Name} — {def.Kind}"; + root.Widgets.Add(new Label { Text = " • " + display, HorizontalAlignment = HorizontalAlignment.Center }); + } + } + + // Phase 6.5 M2 — subclass features (post-L3, when SubclassId is set). + if (_preview.SubclassFeaturesUnlocked.Length > 0 && _subclasses is not null) + { + var subclass = Theriapolis.Core.Rules.Character.SubclassResolver.TryFindSubclass( + _subclasses, _character.SubclassId); + string subclassName = subclass?.Name ?? _character.SubclassId; + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label + { + Text = $"{subclassName} features:", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(220, 200, 140), + }); + foreach (var fid in _preview.SubclassFeaturesUnlocked) + { + string display = fid; + var fdef = Theriapolis.Core.Rules.Character.SubclassResolver.ResolveFeatureDef( + _character.ClassDef, subclass, fid); + if (fdef is not null) + display = string.IsNullOrEmpty(fdef.Name) ? fid : $"{fdef.Name} — {fdef.Kind}"; + root.Widgets.Add(new Label { Text = " • " + display, HorizontalAlignment = HorizontalAlignment.Center }); + } + } + + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label + { + Text = $"Proficiency bonus: +{_preview.NewProficiencyBonus}", + HorizontalAlignment = HorizontalAlignment.Center, + }); + + // Subclass picker. + if (_preview.GrantsSubclassChoice) + { + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label { Text = "Choose a subclass:", HorizontalAlignment = HorizontalAlignment.Center }); + foreach (var sid in _character.ClassDef.SubclassIds) + { + string sCapture = sid; + string label = sid; + string? flavor = null; + if (_subclasses is not null + && _subclasses.TryGetValue(sid, out var subDef)) + { + label = subDef.Name; + flavor = subDef.Flavor; + } + var btn = new TextButton + { + Text = $" {label}{(_choices.SubclassId == sCapture ? " ✓" : "")}", + Width = 360, + HorizontalAlignment = HorizontalAlignment.Center, + }; + btn.Click += (_, _) => + { + _choices.SubclassId = sCapture; + Build(); + }; + root.Widgets.Add(btn); + if (_choices.SubclassId == sCapture && !string.IsNullOrEmpty(flavor)) + { + root.Widgets.Add(new Label + { + Text = " " + flavor, + Wrap = true, + Width = 600, + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(170, 170, 170), + }); + } + } + } + + // ASI picker. + if (_preview.GrantsAsiChoice) + { + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label { Text = "Ability Score Improvement (+2 to one or +1 to two):", HorizontalAlignment = HorizontalAlignment.Center }); + int allocated = _choices.AsiAdjustments.Values.Sum(); + root.Widgets.Add(new Label + { + Text = $"Allocated: +{allocated} / +2", + HorizontalAlignment = HorizontalAlignment.Center, + }); + foreach (AbilityId aid in Enum.GetValues()) + { + var aidCapture = aid; + int current = _character.Abilities.Get(aid); + int delta = _choices.AsiAdjustments.TryGetValue(aid, out var d) ? d : 0; + var row = new HorizontalStackPanel + { + Spacing = 4, + HorizontalAlignment = HorizontalAlignment.Center, + }; + row.Widgets.Add(new Label { Text = $" {aid}: {current}{(delta > 0 ? $" → {current + delta}" : "")} ", VerticalAlignment = VerticalAlignment.Center }); + var minus = new TextButton { Text = "−", Width = 30 }; + minus.Click += (_, _) => + { + if (_choices.AsiAdjustments.TryGetValue(aidCapture, out var v) && v > 0) + { + if (v == 1) _choices.AsiAdjustments.Remove(aidCapture); + else _choices.AsiAdjustments[aidCapture] = v - 1; + Build(); + } + }; + var plus = new TextButton { Text = "+", Width = 30 }; + plus.Click += (_, _) => + { + int totalAllocated = _choices.AsiAdjustments.Values.Sum(); + if (totalAllocated >= 2) return; // cap at +2 + int currentDelta = _choices.AsiAdjustments.TryGetValue(aidCapture, out var v) ? v : 0; + if (currentDelta >= 2) return; + int currentScore = _character.Abilities.Get(aidCapture); + if (currentScore + currentDelta + 1 > C.ABILITY_SCORE_CAP_PRE_L20) return; + _choices.AsiAdjustments[aidCapture] = currentDelta + 1; + Build(); + }; + row.Widgets.Add(minus); + row.Widgets.Add(plus); + root.Widgets.Add(row); + } + } + + root.Widgets.Add(new Label { Text = " " }); + + // Confirm button. + bool valid = ChoicesValid(out string reason); + var confirm = new TextButton + { + Text = valid ? "Confirm" : $"Confirm — {reason}", + Width = 280, + HorizontalAlignment = HorizontalAlignment.Center, + Enabled = valid, + }; + confirm.Click += (_, _) => + { + if (!ChoicesValid(out _)) return; + _character.ApplyLevelUp(_preview, _choices); + // Chain into the next level-up immediately if eligible. + if (LevelUpFlow.CanLevelUp(_character)) + { + RecomputePreview(takeAverage: true); + Build(); + ShowStatus($"Now level {_character.Level}. Another level available!"); + } + else + { + _game.Screens.Pop(); + } + }; + root.Widgets.Add(confirm); + + var cancel = new TextButton { Text = "Cancel", Width = 280, HorizontalAlignment = HorizontalAlignment.Center }; + cancel.Click += (_, _) => _game.Screens.Pop(); + root.Widgets.Add(cancel); + + _statusLabel = new Label { Text = " ", HorizontalAlignment = HorizontalAlignment.Center }; + root.Widgets.Add(_statusLabel); + + _desktop = new Desktop { Root = root }; + } + + private bool ChoicesValid(out string reason) + { + if (_preview.GrantsSubclassChoice && string.IsNullOrEmpty(_choices.SubclassId)) + { + reason = "pick a subclass"; + return false; + } + if (_preview.GrantsAsiChoice) + { + int total = _choices.AsiAdjustments.Values.Sum(); + if (total != 2) + { + reason = $"allocate +{2 - total} more ASI"; + return false; + } + } + reason = ""; + return true; + } + + private void ShowStatus(string text) + { + if (_statusLabel is not null) _statusLabel.Text = text; + } + + public void Update(GameTime gt) + { + bool down = Keyboard.GetState().IsKeyDown(Keys.Escape); + bool justPressed = down && !_escWasDown; + _escWasDown = down; + if (justPressed) _game.Screens.Pop(); + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { Build(); } +} diff --git a/Theriapolis.Game/Screens/PauseMenuScreen.cs b/Theriapolis.Game/Screens/PauseMenuScreen.cs new file mode 100644 index 0000000..1e2c280 --- /dev/null +++ b/Theriapolis.Game/Screens/PauseMenuScreen.cs @@ -0,0 +1,195 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Game.Platform; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 5 M2 pause menu. Pushed by when the player +/// presses ESC during play. Provides Save Game (any slot, any time — +/// "save-anywhere" per the Phase 5 plan), Resume, and Quit to Title. +/// +/// Cut-scene exclusion is forward-compat: Phase 5 has no cut scenes, so +/// save-anywhere is unconditional. When cut scenes arrive (Phase 6+), the +/// caller can suppress this push or grey out the Save Game button. +/// +public sealed class PauseMenuScreen : IScreen +{ + private readonly PlayScreen _playScreen; + private Game1 _game = null!; + private Desktop _desktop = null!; + private Label? _statusLabel; + private bool _showingSlots; + // ESC was already down when PauseMenu was pushed (the same press that + // opened it). Wait for release before treating ESC as "close the menu". + private bool _escWasDown = true; + + public PauseMenuScreen(PlayScreen playScreen) + { + _playScreen = playScreen ?? throw new ArgumentNullException(nameof(playScreen)); + } + + public void Initialize(Game1 game) + { + _game = game; + BuildMain(); + } + + private void BuildMain() + { + _showingSlots = false; + var root = new VerticalStackPanel + { + Spacing = 12, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + Background = new SolidBrush(new Color(0, 0, 0, 200)), + Padding = new Thickness(40, 30, 40, 30), + }; + + root.Widgets.Add(new Label { Text = "PAUSED", HorizontalAlignment = HorizontalAlignment.Center }); + root.Widgets.Add(new Label { Text = " " }); + + var resume = new TextButton { Text = "Resume", Width = 220, HorizontalAlignment = HorizontalAlignment.Center }; + resume.Click += (_, _) => _game.Screens.Pop(); + root.Widgets.Add(resume); + + // Phase 6.5 M0 — surface the level-up affordance when eligible. + var pcChar = _playScreen.PlayerCharacter(); + if (pcChar is not null && Theriapolis.Core.Rules.Character.LevelUpFlow.CanLevelUp(pcChar)) + { + var lvlBtn = new TextButton + { + Text = $"★ Level Up ({pcChar.Level} → {pcChar.Level + 1})", + Width = 220, + HorizontalAlignment = HorizontalAlignment.Center, + }; + lvlBtn.Click += (_, _) => + { + _game.Screens.Pop(); + _game.Screens.Push(new LevelUpScreen( + pcChar, + _playScreen.WorldSeed(), + subclasses: _playScreen.ContentResolver?.Subclasses)); + }; + root.Widgets.Add(lvlBtn); + } + + var saveBtn = new TextButton { Text = "Save Game", Width = 220, HorizontalAlignment = HorizontalAlignment.Center }; + saveBtn.Click += (_, _) => BuildSlotPicker(); + root.Widgets.Add(saveBtn); + + var quickSave = new TextButton { Text = "Quicksave (autosave slot)", Width = 220, HorizontalAlignment = HorizontalAlignment.Center }; + quickSave.Click += (_, _) => + { + bool ok = _playScreen.SaveTo(SavePaths.AutosavePath()); + ShowStatus(ok ? "Quicksaved." : "Quicksave failed."); + }; + root.Widgets.Add(quickSave); + + var quit = new TextButton { Text = "Quit to Title", Width = 220, HorizontalAlignment = HorizontalAlignment.Center }; + quit.Click += (_, _) => + { + // Autosave on quit-to-title (matches existing Phase 4 behaviour). + _playScreen.SaveTo(SavePaths.AutosavePath()); + // Pop the pause menu, then pop the play screen. + _game.Screens.Pop(); + _game.Screens.Pop(); + }; + root.Widgets.Add(quit); + + _statusLabel = new Label { Text = " ", HorizontalAlignment = HorizontalAlignment.Center }; + root.Widgets.Add(_statusLabel); + + _desktop = new Desktop { Root = root }; + } + + private void BuildSlotPicker() + { + _showingSlots = true; + var root = new VerticalStackPanel + { + Spacing = 6, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + Background = new SolidBrush(new Color(0, 0, 0, 200)), + Padding = new Thickness(40, 20, 40, 20), + }; + root.Widgets.Add(new Label { Text = "Save to slot:", HorizontalAlignment = HorizontalAlignment.Center }); + root.Widgets.Add(new Label { Text = " " }); + + for (int i = 1; i <= C.SAVE_SLOT_COUNT; i++) + { + int slotNum = i; // capture + string path = SavePaths.SlotPath(slotNum); + string label = $"Slot {slotNum:D2}"; + if (File.Exists(path)) + { + try + { + var bytes = File.ReadAllBytes(path); + var header = Theriapolis.Core.Persistence.SaveCodec.DeserializeHeaderOnly(bytes); + label += " — " + header.SlotLabel(); + } + catch { label += " — "; } + } + else { label += " — "; } + + var btn = new TextButton { Text = label, Width = 480, HorizontalAlignment = HorizontalAlignment.Center }; + btn.Click += (_, _) => + { + bool ok = _playScreen.SaveTo(path); + if (ok) + { + ShowStatus($"Saved to slot {slotNum:D2}."); + BuildMain(); + } + else ShowStatus("Save failed."); + }; + root.Widgets.Add(btn); + } + + root.Widgets.Add(new Label { Text = " " }); + var back = new TextButton { Text = "Back", Width = 220, HorizontalAlignment = HorizontalAlignment.Center }; + back.Click += (_, _) => BuildMain(); + root.Widgets.Add(back); + + _statusLabel = new Label { Text = " ", HorizontalAlignment = HorizontalAlignment.Center }; + root.Widgets.Add(_statusLabel); + + _desktop.Root = root; + } + + private void ShowStatus(string text) + { + if (_statusLabel is not null) _statusLabel.Text = text; + } + + public void Update(GameTime gt) + { + // ESC dismisses the pause menu (resume), or backs out of the slot picker. + // Edge-detect so the press that opened the menu doesn't immediately close it. + bool down = Keyboard.GetState().IsKeyDown(Keys.Escape); + bool justPressed = down && !_escWasDown; + _escWasDown = down; + if (justPressed) + { + if (_showingSlots) BuildMain(); + else _game.Screens.Pop(); + } + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + // Don't clear — let the play screen's last frame remain visible underneath. + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} diff --git a/Theriapolis.Game/Screens/PlayScreen.cs b/Theriapolis.Game/Screens/PlayScreen.cs new file mode 100644 index 0000000..b762319 --- /dev/null +++ b/Theriapolis.Game/Screens/PlayScreen.cs @@ -0,0 +1,908 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Time; +using Theriapolis.Core.Util; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Theriapolis.Game.Input; +using Theriapolis.Game.Platform; +using Theriapolis.Game.Rendering; + +namespace Theriapolis.Game.Screens; + +/// +/// The in-game screen. Owns the camera, both renderers, the player actor, +/// the world clock, and the input pipeline. +/// +/// Phase 4 — M1: world-map only (click to walk). M3 will plug in the tactical +/// renderer and view swap; M4 the autosave hooks. +/// +public sealed class PlayScreen : IScreen +{ + private readonly WorldGenContext _ctx; + private readonly SaveBody? _restoredBody; + private readonly Theriapolis.Core.Rules.Character.Character? _pendingCharacter; + private readonly string? _pendingName; + private ContentResolver? _content; + private float _saveFlashTimer; + private string _saveFlashText = ""; + + // Phase 5 M5: per-session NPC roster delta. ChunkCoord → killed spawn indices. + private readonly Dictionary> _killedByChunk = new(); + // Tracks the active CombatHUD so SaveTo can snapshot it for save-anywhere mid-combat. + private CombatHUDScreen? _activeCombatHud; + // Cached interact prompt — updated each tick. + private Theriapolis.Core.Entities.NpcActor? _interactCandidate; + // Edge-detect F key for the interact prompt. + private bool _fWasDown; + // Phase 5 M5: pending encounter restore (deferred to first Update so chunks load NPCs first). + private EncounterState? _pendingEncounterRestore; + // Phase 6 M1: anchor:* and role:* lookup table for quest/dialogue resolution. + private readonly Theriapolis.Core.World.Settlements.AnchorRegistry _anchorRegistry = new(); + // Phase 6 M2: faction standings + per-NPC personal disposition + ledger. + private readonly Theriapolis.Core.Rules.Reputation.PlayerReputation _reputation = new(); + // Phase 6 M3: world flag dictionary written by dialogue set_flag effects + // (and Phase 6 M4 by quest steps). Round-trips through SaveBody.Flags. + private readonly Dictionary _flags = new(); + // Phase 6 M4: quest engine — ticked from PlayScreen.Update. + private readonly Theriapolis.Core.Rules.Quests.QuestEngine _questEngine = new(); + private Theriapolis.Core.Rules.Quests.QuestContext? _questCtx; + + // Phase 6 M3 accessors used by InteractionScreen / ShopScreen to drive + // dialogue + shop state without copying the live aggregates. + internal Theriapolis.Core.Rules.Reputation.PlayerReputation Reputation => _reputation; + internal Dictionary Flags => _flags; + internal Theriapolis.Core.World.Settlements.AnchorRegistry Anchors => _anchorRegistry; + + internal Theriapolis.Core.Rules.Character.Character? PlayerCharacter() + => _actors.Player?.Character; + internal Theriapolis.Core.Rules.Quests.QuestEngine QuestEngine => _questEngine; + + /// + /// Phase 6 M4 — fresh quest context for dialogue / shop screens that + /// need to fire start_quest effects outside the regular tick. + /// + internal Theriapolis.Core.Rules.Quests.QuestContext? BuildQuestContextForDialogue() + { + if (_content is null) return null; + if (_questCtx is null) return null; + _questCtx.PlayerCharacter = _actors.Player?.Character; + return _questCtx; + } + internal Vec2 PlayerActorPosition() + => _actors.Player?.Position ?? new Vec2(0, 0); + internal long ClockSeconds() + => _clock.InGameSeconds; + internal ulong WorldSeed() + => _ctx.World.WorldSeed; + internal Theriapolis.Core.World.WorldState World() + => _ctx.World; + internal ContentResolver? ContentResolver => _content; + + private Game1 _game = null!; + + private Camera2D _camera = null!; + private TileAtlas _atlas = null!; + private TacticalAtlas _tacticalAtlas = null!; + private WorldMapRenderer _worldRenderer = null!; + private TacticalRenderer _tacticalRenderer = null!; + private LineFeatureRenderer _lineOverlay = null!; + private PlayerSprite _playerSprite = null!; + private NpcSprite _npcSprite = null!; + private InputManager _input = null!; + private SpriteBatch _sb = null!; + + private ActorManager _actors = null!; + private WorldClock _clock = null!; + private PlayerController _controller = null!; + private ChunkStreamer _streamer = null!; + private InMemoryChunkDeltaStore _deltas = null!; + + private Desktop _overlayDesktop = null!; + private Label _hudLabel = null!; + private int _cursorTileX, _cursorTileY; // world-tile coords (0..255) + private int _cursorTacticalX, _cursorTacticalY; // tactical-tile coords (= world pixels) + + // Click-vs-drag detection (same idiom as WorldMapScreen). + private Vector2 _mouseDownPos; + private int _mouseDownTileX, _mouseDownTileY; + private bool _mouseDownTracked; + private const float ClickSlopPixels = 4f; + + public PlayScreen(WorldGenContext ctx) + { + _ctx = ctx; + } + + /// Restore-from-save constructor: applies the snapshot once Initialize runs. + public PlayScreen(WorldGenContext ctx, SaveBody restoredBody) + : this(ctx) + { + _restoredBody = restoredBody; + } + + /// + /// Phase 5 M2: new-game-with-character constructor. The character was built + /// by and is attached to the spawned + /// player on Initialize. + /// + public PlayScreen(WorldGenContext ctx, Theriapolis.Core.Rules.Character.Character character, string playerName) + : this(ctx) + { + _pendingCharacter = character; + _pendingName = playerName; + } + + public void Initialize(Game1 game) + { + _game = game; + _input = new InputManager(); + _sb = new SpriteBatch(game.GraphicsDevice); + + var gdw = new GraphicsDeviceWrapper(game.GraphicsDevice); + _camera = new Camera2D(gdw); + + _atlas = new TileAtlas(game.GraphicsDevice); + _atlas.GeneratePlaceholders(_ctx.World.BiomeDefs!); + + _worldRenderer = new WorldMapRenderer(_ctx, _atlas); + _playerSprite = new PlayerSprite(game.GraphicsDevice); + _npcSprite = new NpcSprite(game.GraphicsDevice); + _lineOverlay = new LineFeatureRenderer(game.GraphicsDevice, _ctx); + + _clock = new WorldClock(); + _actors = new ActorManager(); + _deltas = new InMemoryChunkDeltaStore(); + + // Phase 5: ContentResolver is needed for save/restore character round-trips + // and to look up NPC templates from chunk spawns. Phase 6 M0: also feeds + // building/layout content to the streamer so settlements stamp templates + // instead of the placeholder plaza. + _content = new ContentResolver(new ContentLoader(_game.ContentDataDirectory)); + _streamer = new ChunkStreamer(_ctx.World.WorldSeed, _ctx.World, _deltas, _content.Settlements); + + // Phase 6 M1: pre-register every settlement's anchor id. Role tags + // register lazily as residents stream in. + _anchorRegistry.RegisterAllAnchors(_ctx.World); + + // Phase 6 M4: build the quest context once content + clock + actors + // are wired up. PlayerCharacter is filled in once SpawnPlayer runs. + _questCtx = new Theriapolis.Core.Rules.Quests.QuestContext( + _content, _actors, _reputation, _flags, _anchorRegistry, _clock, _ctx.World); + + // Tactical art root: Gfx/tactical/{surface,deco}/.png. The atlas + // falls back to placeholders for any tile that has no PNG yet. + string tacticalGfx = System.IO.Path.Combine(_game.ContentGfxDirectory, "tactical"); + _tacticalAtlas = new TacticalAtlas(game.GraphicsDevice, tacticalGfx); + _tacticalRenderer = new TacticalRenderer(game.GraphicsDevice, _streamer, _tacticalAtlas); + + // Phase 5 M5: subscribe to chunk events so NPCs spawn/despawn with the + // active tactical window. + _streamer.OnChunkLoaded += HandleChunkLoaded; + _streamer.OnChunkEvicting += HandleChunkEvicting; + + if (_restoredBody is not null) + { + ApplyRestoredBody(_restoredBody); + } + else + { + // New game: spawn at the Tier-1 anchor (Millhaven), or world centre as + // a safe fallback if no Tier-1 exists yet. + var spawn = ChooseSpawn(_ctx.World); + if (_pendingCharacter is not null) + { + var p = _actors.SpawnPlayer(spawn, _pendingCharacter); + if (!string.IsNullOrWhiteSpace(_pendingName)) p.Name = _pendingName; + } + else + { + _actors.SpawnPlayer(spawn); + } + } + _controller = new PlayerController(_actors.Player!, _ctx.World, _clock); + // Tactical sampler — looks up walkability through the streamer. + _controller.TacticalIsWalkable = (tx, ty) => _streamer.SampleTile(tx, ty).IsWalkable; + + // Camera initially centred on the player and zoomed to a comfortable + // mid-zoom (between fit-the-world and tactical threshold) so the player + // can see their surroundings without instantly entering tactical. + _camera.Position = new Vector2(_actors.Player!.Position.X, _actors.Player.Position.Y); + SetInitialZoom(); + + BuildOverlay(); + + // Phase 5 M5: if we restored a mid-combat encounter, force-load chunks + // so the NPC actors spawn, then rehydrate the encounter and push the + // CombatHUD on top. + if (_pendingEncounterRestore is not null) + { + _streamer.EnsureLoadedAround(_actors.Player!.Position, C.TACTICAL_WINDOW_WORLD_TILES); + RestoreEncounter(_pendingEncounterRestore); + _pendingEncounterRestore = null; + } + } + + private void RestoreEncounter(EncounterState saved) + { + if (_actors.Player?.Character is null) return; + var participants = new List(); + foreach (var snap in saved.Combatants) + { + Theriapolis.Core.Rules.Combat.Combatant combatant; + if (snap.IsPlayer) + { + combatant = Theriapolis.Core.Rules.Combat.Combatant.FromCharacter( + _actors.Player.Character!, _actors.Player.Id, _actors.Player.Name, + new Vec2((int)snap.PositionX, (int)snap.PositionY), + Theriapolis.Core.Rules.Character.Allegiance.Player); + } + else + { + // Try to find the live NPC actor (same chunk + spawn index). + Theriapolis.Core.Entities.NpcActor? npc = null; + if (snap.NpcChunkX is int cx && snap.NpcChunkY is int cy && snap.NpcSpawnIndex is int si) + npc = _actors.FindNpcBySource(new Theriapolis.Core.Tactical.ChunkCoord(cx, cy), si); + if (npc is null) + { + // Fall back to template-only combatant. Won't write back to a live actor on resolve, + // but the encounter still completes correctly. + var template = _content!.Npcs.Templates.FirstOrDefault(t => t.Id == snap.NpcTemplateId); + if (template is null) continue; + combatant = Theriapolis.Core.Rules.Combat.Combatant.FromNpcTemplate( + template, snap.Id, new Vec2((int)snap.PositionX, (int)snap.PositionY)); + } + else if (npc.Template is not null) + { + combatant = Theriapolis.Core.Rules.Combat.Combatant.FromNpcTemplate( + npc.Template, npc.Id, new Vec2((int)snap.PositionX, (int)snap.PositionY)); + } + else + { + // Phase 6 M1 resident — re-resolve via template id from the snapshot. + var template = _content!.Npcs.Templates.FirstOrDefault(t => t.Id == snap.NpcTemplateId); + if (template is null) continue; + combatant = Theriapolis.Core.Rules.Combat.Combatant.FromNpcTemplate( + template, npc.Id, new Vec2((int)snap.PositionX, (int)snap.PositionY)); + } + } + combatant.CurrentHp = snap.CurrentHp; + combatant.Position = new Vec2((int)snap.PositionX, (int)snap.PositionY); + foreach (byte cb in snap.Conditions) + combatant.Conditions.Add((Theriapolis.Core.Rules.Stats.Condition)cb); + participants.Add(combatant); + } + + var encounter = new Theriapolis.Core.Rules.Combat.Encounter( + _ctx.World.WorldSeed, saved.EncounterId, participants); + encounter.ResumeRolls(saved.RollCount); + // Note: we do NOT restore CurrentTurnIndex / RoundNumber directly — the + // encounter constructor recomputes initiative from the participants. Save + // captures the round/turn for HUD display purposes; functional resume + // works because the dice stream is at the same point. + + _activeCombatHud = new CombatHUDScreen(encounter, _actors, OnEncounterEnd, _content); + _game.Screens.Push(_activeCombatHud); + } + + private void ApplyRestoredBody(SaveBody body) + { + var player = _actors.RestorePlayer(body.Player); + _clock.RestoreState(body.Clock); + // Reload chunk delta store from the save. + foreach (var kv in body.ModifiedChunks) + _deltas.Put(kv.Key, kv.Value); + // Apply world-tile deltas in place — these are sparse "the player burned + // a settlement" style overrides, not full tile rewrites. + foreach (var d in body.ModifiedWorldTiles) + { + ref var t = ref _ctx.World.TileAt(d.X, d.Y); + t.Biome = (BiomeId)d.NewBiome; + t.Features = (FeatureFlags)d.NewFeatures; + } + // Phase 5: rehydrate the character if one was saved. Phase-4 saves + // (without character) would have been refused by SaveLoadScreen, so + // here PlayerCharacter should always be non-null. Defensive null-check + // anyway in case a hand-edited save sneaks through. + if (body.PlayerCharacter is not null && _content is not null) + { + player.Character = CharacterCodec.Restore(body.PlayerCharacter, _content); + } + // Phase 5 M5: restore per-chunk killed-spawn-indices. + _killedByChunk.Clear(); + foreach (var d in body.NpcRoster.ChunkDeltas) + { + var coord = new Theriapolis.Core.Tactical.ChunkCoord(d.ChunkX, d.ChunkY); + _killedByChunk[coord] = new HashSet(d.KilledSpawnIndices); + } + // Phase 5 M5: defer encounter rehydration until chunks load and NPC actors + // exist; the first Update tick triggers EnsureLoadedAround which spawns them. + _pendingEncounterRestore = body.ActiveEncounter; + + // Phase 6 M2 — restore reputation aggregate. Replace the empty default + // by mutating the existing instance in place so consumers holding a + // reference (the ReputationScreen, dialogue runner) keep working. + var restoredRep = Theriapolis.Core.Persistence.ReputationCodec.Restore(body.ReputationState); + _reputation.Factions.Clear(); + foreach (var (k, v) in restoredRep.Factions.Standings) _reputation.Factions.Set(k, v); + _reputation.Personal.Clear(); + foreach (var (k, v) in restoredRep.Personal) _reputation.Personal[k] = v; + _reputation.Ledger.Clear(); + foreach (var ev in restoredRep.Ledger.Entries) _reputation.Ledger.Append(ev); + + // Phase 6 M3 — restore world flag dictionary. + _flags.Clear(); + foreach (var (k, v) in body.Flags) _flags[k] = v; + + // Phase 6 M4 — restore quest engine state. + Theriapolis.Core.Persistence.QuestCodec.Restore(_questEngine, body.QuestEngineState); + } + + /// Build a save body snapshot from the current screen state. + private SaveBody CaptureBody() + { + // Capture the encounter snapshot BEFORE flushing chunks (snapshot needs + // live combatant state, and FlushAll evicts NPCs which would erase it). + EncounterState? activeEnc = _activeCombatHud is { IsOver: false } + ? _activeCombatHud.SnapshotForSave() + : null; + + // Push every loaded chunk through eviction so any in-memory deltas + // hit the store before we read it. NOTE: this also despawns all live + // NPCs via OnChunkEvicting — fine for save (state is captured above + // for the encounter; NpcRoster captures the kill-list). + _streamer.FlushAll(); + + var body = new SaveBody + { + Player = _actors.Player!.CaptureState(), + Clock = _clock.CaptureState(), + }; + // Phase 5: capture the character if one is attached. + if (_actors.Player.Character is not null) + body.PlayerCharacter = CharacterCodec.Capture(_actors.Player.Character); + foreach (var kv in _deltas.All) body.ModifiedChunks[kv.Key] = kv.Value; + + // Phase 5 M5: per-chunk killed-spawn-indices. + foreach (var kv in _killedByChunk) + body.NpcRoster.ChunkDeltas.Add(new NpcChunkDelta + { + ChunkX = kv.Key.X, + ChunkY = kv.Key.Y, + KilledSpawnIndices = kv.Value.ToArray(), + }); + + body.ActiveEncounter = activeEnc; + // Phase 6 M2 — capture reputation state. + body.ReputationState = Theriapolis.Core.Persistence.ReputationCodec.Capture(_reputation); + // Phase 6 M3 — capture world flag dictionary (dialogue set_flag effects). + body.Flags = new Dictionary(_flags); + // Phase 6 M4 — capture quest engine state. + body.QuestEngineState = Theriapolis.Core.Persistence.QuestCodec.Capture(_questEngine); + return body; + } + + // ── Phase 5 M5: chunk → NPC lifecycle ─────────────────────────────── + + private void HandleChunkLoaded(Theriapolis.Core.Tactical.TacticalChunk chunk) + { + if (_content is null) return; + // For each spawn in the chunk that hasn't been recorded as killed, + // resolve it against the per-zone template table and spawn an NPC at + // the spawn's tactical-tile coord (= world-pixel coord). + _killedByChunk.TryGetValue(chunk.Coord, out var killed); + for (int i = 0; i < chunk.Spawns.Count; i++) + { + if (killed is not null && killed.Contains(i)) continue; + var spawn = chunk.Spawns[i]; + // Skip if an actor from this slot already exists (chunk reload). + if (_actors.FindNpcBySource(chunk.Coord, i) is not null) continue; + + // Phase 6 M1: residents take a different lookup path — + // by building-role tag, not by danger zone. + if (spawn.Kind == Theriapolis.Core.Tactical.SpawnKind.Resident) + { + Theriapolis.Core.Rules.Combat.ResidentInstantiator.Spawn( + _ctx.World.WorldSeed, chunk, i, spawn, + _ctx.World, _content, _actors, _anchorRegistry); + continue; + } + + var template = Theriapolis.Core.Rules.Combat.NpcInstantiator.PickTemplate( + spawn.Kind, chunk.DangerZone, _content.Npcs); + if (template is null) continue; + + int tx = chunk.OriginX + spawn.LocalX; + int ty = chunk.OriginY + spawn.LocalY; + _actors.SpawnNpc(template, new Vec2(tx, ty), chunk.Coord, i); + } + } + + private void HandleChunkEvicting(Theriapolis.Core.Tactical.TacticalChunk chunk) + { + // Despawn any live NPCs sourced from this chunk so the active actor + // list stays bounded as the player moves. + var toRemove = new List(); + foreach (var npc in _actors.Npcs) + { + if (npc.SourceChunk is { } src && src.Equals(chunk.Coord)) + { + toRemove.Add(npc.Id); + // Phase 6 M1 — drop role-tag mapping so the registry stays in + // sync with active actors. Anchor entries (settlements) stay. + if (!string.IsNullOrEmpty(npc.RoleTag)) + _anchorRegistry.UnregisterRole(npc.RoleTag); + } + } + foreach (int id in toRemove) _actors.RemoveActor(id); + } + + /// + /// Phase 5 M5 per-tick check: hostile in LOS within + /// → start an encounter. + /// Friendly/neutral within → + /// record interact candidate so the HUD can show "[F] Talk to ...". + /// + private void TickEncounterAndInteract() + { + if (_actors.Player is null) return; + if (_activeCombatHud is { IsOver: false }) return; // already in combat + + // Phase 6 M4 — quest engine tick. Updates active quests, checks + // auto-start triggers, runs effects. Cheap (a few µs even with + // dozens of active quests). + if (_questCtx is not null) + { + _questCtx.PlayerCharacter = _actors.Player.Character; + _questEngine.Tick(_questCtx); + } + + // Phase 6 M5 — faction-driven aggression. Flips friendly/neutral + // faction-affiliated NPCs to Hostile when local disposition drops + // through the HOSTILE threshold. Runs BEFORE FindHostileTrigger so + // a freshly-flipped patrol attacks on the same tick. + if (_content is not null && _actors.Player.Character is { } pcChar) + { + Theriapolis.Core.Rules.Reputation.FactionAggression.UpdateAllegiances( + _actors, pcChar, _reputation, _content, _ctx.World, _ctx.World.WorldSeed); + } + + // Hostile auto-trigger. + var hostile = Theriapolis.Core.Rules.Combat.EncounterTrigger.FindHostileTrigger(_actors); + if (hostile is not null) + { + StartEncounterWith(hostile); + return; + } + + // Friendly/neutral interact prompt. + _interactCandidate = Theriapolis.Core.Rules.Combat.EncounterTrigger.FindInteractCandidate(_actors); + } + + private void StartEncounterWith(Theriapolis.Core.Entities.NpcActor seed) + { + if (_actors.Player?.Character is null) return; + + // Player + the triggering NPC + any other living hostiles within + // ENCOUNTER_TRIGGER_TILES (multi-mob encounters). + var player = _actors.Player; + var participants = new List(); + participants.Add(Theriapolis.Core.Rules.Combat.Combatant.FromCharacter( + player.Character!, player.Id, player.Name, + new Vec2((int)player.Position.X, (int)player.Position.Y), + Theriapolis.Core.Rules.Character.Allegiance.Player)); + foreach (var npc in _actors.Npcs) + { + if (!npc.IsAlive) continue; + if (npc.Allegiance != Theriapolis.Core.Rules.Character.Allegiance.Hostile) continue; + if (npc.Template is null) continue; // residents (Phase 6 M1) skip combat + int dx = (int)System.Math.Abs(player.Position.X - npc.Position.X); + int dy = (int)System.Math.Abs(player.Position.Y - npc.Position.Y); + if (System.Math.Max(dx, dy) > C.ENCOUNTER_TRIGGER_TILES) continue; + var combatant = Theriapolis.Core.Rules.Combat.Combatant.FromNpcTemplate( + npc.Template, npc.Id, + new Vec2((int)npc.Position.X, (int)npc.Position.Y)); + // Sync HP from the live actor in case it took damage from a previous fight. + combatant.CurrentHp = npc.CurrentHp; + participants.Add(combatant); + } + + ulong encId = (ulong)seed.Id; + var encounter = new Theriapolis.Core.Rules.Combat.Encounter( + _ctx.World.WorldSeed, encId, participants); + + // Phase 6.5 M1 — top up per-encounter resource pools (Lay on Paws, + // Field Repair, Vocalization Dice). Phase 8's rest model will replace + // this encounter-rest equivalence. + // Phase 6.5 M3 adds Pheromone Craft + Covenant Authority pools. + if (_actors.Player?.Character is { } pc) + { + Theriapolis.Core.Rules.Combat.FeatureProcessor.EnsureLayOnPawsPoolReady(pc); + Theriapolis.Core.Rules.Combat.FeatureProcessor.EnsureFieldRepairReady(pc); + Theriapolis.Core.Rules.Combat.FeatureProcessor.EnsureVocalizationDiceReady(pc); + Theriapolis.Core.Rules.Combat.FeatureProcessor.EnsurePheromoneUsesReady(pc); + Theriapolis.Core.Rules.Combat.FeatureProcessor.EnsureCovenantAuthorityReady(pc); + } + + // Combat-start autosave to a dedicated slot so the player can always + // retry the most recent fight even if their manual save is older. + SaveTo(SavePaths.AutosavePath()); + + _activeCombatHud = new CombatHUDScreen(encounter, _actors, OnEncounterEnd, _content); + _game.Screens.Push(_activeCombatHud); + } + + private void OnEncounterEnd(EncounterEndResult result) + { + // Merge per-chunk kill records. + foreach (var kv in result.Killed) + { + if (!_killedByChunk.TryGetValue(kv.Key, out var set)) + _killedByChunk[kv.Key] = set = new HashSet(); + foreach (int idx in kv.Value) set.Add(idx); + } + _activeCombatHud = null; + } + + /// Build the save header from current state + worldgen StageHashes. + private SaveHeader BuildHeader() + { + var h = new SaveHeader + { + WorldSeedHex = $"0x{_ctx.World.WorldSeed:X}", + PlayerName = _actors.Player!.Name, + PlayerTier = _actors.Player.HighestTierReached, + InGameSeconds = _clock.InGameSeconds, + SavedAtUtc = DateTime.UtcNow.ToString("u"), + }; + foreach (var kv in _ctx.World.StageHashes) + h.StageHashes[kv.Key] = $"0x{kv.Value:X}"; + return h; + } + + /// + /// Write the current state to the given slot path (atomic). Used by F5 + /// quicksave, by the slot picker, and by autosave on screen transitions. + /// + public bool SaveTo(string path) + { + try + { + var header = BuildHeader(); + var body = CaptureBody(); + var bytes = SaveCodec.Serialize(header, body); + SavePaths.WriteAtomic(path, bytes); + FlashSavedToast($"Saved to {Path.GetFileName(path)}"); + return true; + } + catch (Exception ex) + { + FlashSavedToast($"Save failed: {ex.Message}"); + return false; + } + } + + private void FlashSavedToast(string text) + { + _saveFlashText = text; + _saveFlashTimer = 2.5f; + } + + private static Vec2 ChooseSpawn(WorldState w) + { + var tier1 = w.Settlements.FirstOrDefault(s => s.Tier == 1 && !s.IsPoi); + if (tier1 is not null) return new Vec2(tier1.WorldPixelX, tier1.WorldPixelY); + var anyInhabited = w.Settlements.FirstOrDefault(s => !s.IsPoi); + if (anyInhabited is not null) return new Vec2(anyInhabited.WorldPixelX, anyInhabited.WorldPixelY); + // Last-ditch: centre of the world. + return new Vec2(C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS * 0.5f, + C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS * 0.5f); + } + + private void SetInitialZoom() + { + // Frame ~24 tiles across the screen — comfortable overland-travel zoom. + float targetZoom = (float)_game.GraphicsDevice.Viewport.Width + / (24f * C.WORLD_TILE_PIXELS); + targetZoom = Math.Clamp(targetZoom, Camera2D.MinZoom, Camera2D.TacticalThreshold * 0.95f); + _camera.AdjustZoom( + targetZoom / _camera.Zoom - 1f, + new Vector2(_game.GraphicsDevice.Viewport.Width * 0.5f, + _game.GraphicsDevice.Viewport.Height * 0.5f)); + } + + private void BuildOverlay() + { + _hudLabel = new Label + { + Text = "", + HorizontalAlignment = HorizontalAlignment.Left, + VerticalAlignment = VerticalAlignment.Top, + Margin = new Thickness(8), + Padding = new Thickness(8, 4, 8, 4), + Background = new SolidBrush(new Color(0, 0, 0, 180)), + }; + _overlayDesktop = new Desktop { Root = _hudLabel }; + } + + public void Update(GameTime gt) + { + _input.Update(); + if (!_game.IsActive) return; + + // ESC → push the pause menu (Phase 5 M2). The menu offers Resume, + // Save Game (any slot), Quicksave, and Quit-to-Title (autosaves first). + if (_input.JustPressed(Keys.Escape)) + { + _game.Screens.Push(new PauseMenuScreen(this)); + return; + } + + // TAB → open inventory (Phase 5 M3). Requires a Character on the player. + if (_input.JustPressed(Keys.Tab) && _actors.Player?.Character is not null) + { + _game.Screens.Push(new InventoryScreen(_actors.Player.Character)); + return; + } + + // R → reputation screen (Phase 6 M2). + if (_input.JustPressed(Keys.R) && _content is not null) + { + _game.Screens.Push(new ReputationScreen(_reputation, _content)); + return; + } + + // J → quest journal (Phase 6 M4). + if (_input.JustPressed(Keys.J) && _content is not null) + { + _game.Screens.Push(new QuestLogScreen(_questEngine, _content)); + return; + } + // F5 → quicksave to autosave slot (no slot-picker flow). + if (_input.JustPressed(Keys.F5)) + SaveTo(SavePaths.AutosavePath()); + + float dt = (float)gt.ElapsedGameTime.TotalSeconds; + float panSpeed = 400f / _camera.Zoom; + + // Camera pan stays on arrow keys / middle-drag so WASD remains free for + // tactical stepping (M3). The world-map view doesn't read WASD. + Vector2 panDir = Vector2.Zero; + if (_input.IsDown(Keys.Up)) panDir.Y -= 1; + if (_input.IsDown(Keys.Down)) panDir.Y += 1; + if (_input.IsDown(Keys.Left)) panDir.X -= 1; + if (_input.IsDown(Keys.Right)) panDir.X += 1; + if (panDir != Vector2.Zero && _camera.Mode == ViewMode.WorldMap) + _camera.Pan(panDir * panSpeed * dt); + + // Track mouse-down for click-vs-drag. + if (_input.LeftJustDown) + { + _mouseDownPos = _input.MousePosition; + var downWorld = _camera.ScreenToWorld(_input.MousePosition); + _mouseDownTileX = (int)MathF.Floor(downWorld.X / C.WORLD_TILE_PIXELS); + _mouseDownTileY = (int)MathF.Floor(downWorld.Y / C.WORLD_TILE_PIXELS); + _mouseDownTracked = true; + } + + // Mouse drag → pan (right-mouse on tactical so left-click stays usable for actions later). + var dragDelta = _input.ConsumeDragDelta(_camera); + if (dragDelta != Vector2.Zero) _camera.Pan(dragDelta); + + // Mouse wheel zoom. + int scroll = _input.ScrollDelta; + if (scroll != 0) + _camera.AdjustZoom(scroll > 0 ? 0.12f : -0.12f, _input.MousePosition); + + // Resolve cursor → both world-tile and tactical-tile coords for the HUD. + var worldPos = _camera.ScreenToWorld(_input.MousePosition); + _cursorTileX = (int)MathF.Floor(worldPos.X / C.WORLD_TILE_PIXELS); + _cursorTileY = (int)MathF.Floor(worldPos.Y / C.WORLD_TILE_PIXELS); + _cursorTacticalX = (int)MathF.Floor(worldPos.X); + _cursorTacticalY = (int)MathF.Floor(worldPos.Y); + + // Click handler: world-map → travel; tactical → no-op for now. + if (_input.LeftJustUp && _mouseDownTracked) + { + _mouseDownTracked = false; + bool wasClick = Vector2.Distance(_input.MousePosition, _mouseDownPos) <= ClickSlopPixels; + if (wasClick && _camera.Mode == ViewMode.WorldMap) + { + if (InBounds(_mouseDownTileX, _mouseDownTileY)) + _controller.RequestTravelTo(_mouseDownTileX, _mouseDownTileY); + } + } + + _controller.Update(gt, _input, _camera, _game.IsActive); + + // Camera follow when traveling so the player stays centred. + if (_controller.IsTraveling || _camera.Mode == ViewMode.Tactical) + { + _camera.Position = new Vector2(_actors.Player!.Position.X, _actors.Player.Position.Y); + } + + // Stream tactical chunks around the player whenever we're in (or + // about to enter) tactical mode. We do this even on world-map mode + // so the swap is instantaneous when the player zooms in. + if (_camera.Mode == ViewMode.Tactical) + _streamer.EnsureLoadedAround(_actors.Player!.Position, C.TACTICAL_WINDOW_WORLD_TILES); + + // Phase 5 M5: encounter trigger + interact prompt only fire in + // tactical mode (world-map travel doesn't surface NPCs at this scale). + if (_camera.Mode == ViewMode.Tactical) TickEncounterAndInteract(); + else _interactCandidate = null; + + // Friendly NPC F-press → push InteractionScreen. + bool fNow = _input.IsDown(Keys.F); + bool fJustDown = fNow && !_fWasDown; + _fWasDown = fNow; + if (fJustDown && _interactCandidate is not null) + { + _game.Screens.Push(new InteractionScreen(_interactCandidate, _content, this)); + _interactCandidate = null; + } + + if (_saveFlashTimer > 0f) + _saveFlashTimer = MathF.Max(0f, _saveFlashTimer - dt); + + UpdateOverlayText(); + } + + private static bool InBounds(int x, int y) + => (uint)x < C.WORLD_WIDTH_TILES && (uint)y < C.WORLD_HEIGHT_TILES; + + private void UpdateOverlayText() + { + var p = _actors.Player!; + int ptx = (int)MathF.Floor(p.Position.X / C.WORLD_TILE_PIXELS); + int pty = (int)MathF.Floor(p.Position.Y / C.WORLD_TILE_PIXELS); + ref var t = ref _ctx.World.TileAt( + Math.Clamp(ptx, 0, C.WORLD_WIDTH_TILES - 1), + Math.Clamp(pty, 0, C.WORLD_HEIGHT_TILES - 1)); + string status = _controller.IsTraveling + ? "Traveling..." + : _camera.Mode == ViewMode.Tactical + ? "WASD to step. Mouse-wheel out to leave tactical." + : "Click a tile to travel. Mouse-wheel in for tactical."; + + string toast = _saveFlashTimer > 0f ? $"\n[ {_saveFlashText} ]" : ""; + + string cursorBlock = _camera.Mode == ViewMode.Tactical + ? FormatTacticalCursor() + : $"Cursor: ({_cursorTileX},{_cursorTileY})"; + + // Phase 5 M3: character header with HP/AC/encumbrance when attached. + string charBlock = ""; + if (p.Character is { } pc) + { + int ac = Theriapolis.Core.Rules.Stats.DerivedStats.ArmorClass(pc); + var enc = Theriapolis.Core.Rules.Stats.DerivedStats.Encumbrance(pc); + string encTag = enc switch + { + Theriapolis.Core.Rules.Stats.DerivedStats.EncumbranceBand.Heavy => " [encumbered]", + Theriapolis.Core.Rules.Stats.DerivedStats.EncumbranceBand.Over => " [over-encumbered]", + _ => "", + }; + charBlock = $"{p.Name} HP {pc.CurrentHp}/{pc.MaxHp} AC {ac}{encTag}\n"; + } + + // Phase 5 M5: show "[F] Talk to ..." when a friendly/neutral is near. + // Phase 6 M2: append the effective-disposition breakdown so the + // player can see why an NPC is friendly/cool/hostile before talking. + string interact = ""; + if (_interactCandidate is { } npc) + { + interact = $"\n[F] Talk to {npc.DisplayName}"; + if (p.Character is { } pcChar && _content is not null) + { + var br = Theriapolis.Core.Rules.Reputation.EffectiveDisposition.Breakdown( + npc, pcChar, _reputation, _content, _ctx.World, _ctx.World.WorldSeed); + interact += $" ({Theriapolis.Core.Rules.Reputation.DispositionLabels.DisplayName(br.Label)} {br.Total:+#;-#;0})"; + interact += $"\n clade {br.CladeBias:+#;-#;0} size {br.SizeDifferential:+#;-#;0} faction {br.FactionModifier:+#;-#;0} personal {br.Personal:+#;-#;0}"; + + // Phase 6 M5 — "why" breadcrumb. If the NPC has a settlement + // home and a faction, show the most recent event reaching + // them with its decay band so the player understands the + // tooltip score. + if (!string.IsNullOrEmpty(npc.FactionId) && npc.HomeSettlementId is { } hid + && _ctx.World.Settlements.FirstOrDefault(s => s.Id == hid) is { } home) + { + var explained = Theriapolis.Core.Rules.Reputation.RepPropagation + .ExplainLocalStanding(npc.FactionId, home, _ctx.World.WorldSeed, + _reputation.Ledger, _content.Factions, max: 1) + .FirstOrDefault(); + if (explained.Event is not null) + { + interact += $"\n ↳ recent: {explained.Event.Note} " + + $"({explained.Band}, {explained.LocalDelta:+#;-#;0})"; + } + } + } + } + + _hudLabel.Text = + charBlock + + $"Seed: 0x{_ctx.World.WorldSeed:X}\n" + + $"Player: ({ptx},{pty}) {t.Biome}\n" + + $"{cursorBlock}\n" + + $"View: {_camera.Mode} zoom={_camera.Zoom:F2}\n" + + $"Time: {_clock.Format()}\n" + + $"{status}\n" + + "F5 = Quicksave · TAB = Inventory · ESC = Pause Menu" + interact + toast; + } + + /// + /// Tactical cursor read-out: tactical coord, surface, deco, walkability, + /// and the active flag set. SampleTile lazy-generates the chunk under the + /// cursor if needed; the soft cache cap evicts it on the next stream sweep. + /// + private string FormatTacticalCursor() + { + int worldPxW = C.WORLD_WIDTH_TILES * C.TACTICAL_PER_WORLD_TILE; + int worldPxH = C.WORLD_HEIGHT_TILES * C.TACTICAL_PER_WORLD_TILE; + if ((uint)_cursorTacticalX >= worldPxW || (uint)_cursorTacticalY >= worldPxH) + return $"Cursor: ({_cursorTacticalX},{_cursorTacticalY}) "; + + var tt = _streamer.SampleTile(_cursorTacticalX, _cursorTacticalY); + string deco = tt.Deco == TacticalDeco.None ? "—" : tt.Deco.ToString(); + string pass = tt.IsWalkable ? "walkable" : "blocked"; + if (tt.SlowsMovement && tt.IsWalkable) pass = "slow"; + + // Render flag set as a compact tag list (River, Road, Bridge, Settlement, Slow). + var flags = (TacticalFlags)tt.Flags; + string flagText = flags == TacticalFlags.None ? "" : $" [{flags}]"; + + return + $"Cursor: ({_cursorTacticalX},{_cursorTacticalY})\n" + + $" Surface: {tt.Surface} (v{tt.Variant})\n" + + $" Deco: {deco}\n" + + $" Move: {pass}{flagText}"; + } + + public void Draw(GameTime gt, SpriteBatch _) + { + _game.GraphicsDevice.Clear(new Color(5, 10, 20)); + + // Renderer swap — world-map view below the tactical-zoom threshold, + // tactical above. WorldMapRenderer already includes its polyline pass. + // In tactical mode the chunk gen has already burned roads/rivers into + // surface tiles via TacticalChunkGen.Pass2_Polylines, so re-stroking + // the polylines on top would double-draw the road and create visible + // overlap artefacts. + if (_camera.Mode == ViewMode.WorldMap) + { + _worldRenderer.Draw(_sb, _camera, gt); + } + else + { + _tacticalRenderer.Draw(_sb, _camera, gt); + } + // NPCs draw before the player so the player marker sits on top. + _npcSprite.Draw(_sb, _camera, _actors.Npcs); + _playerSprite.Draw(_sb, _camera, _actors.Player!); + _overlayDesktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } + + ~PlayScreen() + { + _worldRenderer?.Dispose(); + _tacticalRenderer?.Dispose(); + _tacticalAtlas?.Dispose(); + _lineOverlay?.Dispose(); + _playerSprite?.Dispose(); + _npcSprite?.Dispose(); + _atlas?.Dispose(); + } +} diff --git a/Theriapolis.Game/Screens/QuestLogScreen.cs b/Theriapolis.Game/Screens/QuestLogScreen.cs new file mode 100644 index 0000000..46ce562 --- /dev/null +++ b/Theriapolis.Game/Screens/QuestLogScreen.cs @@ -0,0 +1,163 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Quests; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 6 M4 — quest journal modal (J key). Two columns: active quests +/// on the left (current step + waypoint hint), completed/failed quests +/// on the right. A tail block shows the engine's recent journal entries. +/// +/// Hidden quests stay hidden until they activate; once started, they +/// appear in the active list normally. +/// +public sealed class QuestLogScreen : IScreen +{ + private readonly QuestEngine _engine; + private readonly ContentResolver _content; + private Game1 _game = null!; + private Desktop _desktop = null!; + private bool _jWasDown = true; + private bool _escWasDown = true; + + public QuestLogScreen(QuestEngine engine, ContentResolver content) + { + _engine = engine ?? throw new System.ArgumentNullException(nameof(engine)); + _content = content ?? throw new System.ArgumentNullException(nameof(content)); + } + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 8, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Top, + Margin = new Thickness(20), + Padding = new Thickness(20, 12, 20, 12), + Background = new SolidBrush(new Color(15, 12, 8, 235)), + Width = 880, + }; + + root.Widgets.Add(new Label + { + Text = "QUEST JOURNAL", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(255, 230, 170), + }); + root.Widgets.Add(new Label { Text = " " }); + + var twoCol = new HorizontalStackPanel { Spacing = 24 }; + + // Active. + var leftCol = new VerticalStackPanel { Spacing = 4, Width = 420 }; + leftCol.Widgets.Add(new Label { Text = "ACTIVE", TextColor = new Color(200, 180, 130) }); + var active = _engine.Active.Values.OrderBy(s => s.StartedAt).ToList(); + if (active.Count == 0) + leftCol.Widgets.Add(new Label { Text = "(none yet)", TextColor = new Color(120, 110, 100) }); + foreach (var st in active) + { + var def = _content.Quests.TryGetValue(st.QuestId, out var d) ? d : null; + string title = def?.Title ?? st.QuestId; + leftCol.Widgets.Add(new Label + { + Text = $" {title}", + TextColor = new Color(220, 220, 200), + }); + // Step description if available. + var step = def?.Steps.FirstOrDefault(x => + string.Equals(x.Id, st.CurrentStep, System.StringComparison.OrdinalIgnoreCase)); + if (step is not null && !string.IsNullOrEmpty(step.Description)) + leftCol.Widgets.Add(new Label + { + Text = $" • {step.Description}", + TextColor = new Color(170, 200, 220), + Wrap = true, + Width = 410, + }); + if (step is not null && !string.IsNullOrEmpty(step.Waypoint)) + leftCol.Widgets.Add(new Label + { + Text = $" → {step.Waypoint}", + TextColor = new Color(140, 180, 110), + }); + } + twoCol.Widgets.Add(leftCol); + + // Completed / failed. + var rightCol = new VerticalStackPanel { Spacing = 4, Width = 420 }; + rightCol.Widgets.Add(new Label { Text = "ARCHIVE", TextColor = new Color(200, 180, 130) }); + var done = _engine.Completed.Values.OrderByDescending(s => s.StartedAt).ToList(); + if (done.Count == 0) + rightCol.Widgets.Add(new Label { Text = "(none yet)", TextColor = new Color(120, 110, 100) }); + foreach (var st in done) + { + var def = _content.Quests.TryGetValue(st.QuestId, out var d) ? d : null; + string title = def?.Title ?? st.QuestId; + string mark = st.Status == QuestStatus.Completed ? "✓" : "✗"; + Color color = st.Status == QuestStatus.Completed + ? new Color(140, 200, 130) + : new Color(200, 130, 130); + rightCol.Widgets.Add(new Label + { + Text = $" {mark} {title}", + TextColor = color, + }); + } + twoCol.Widgets.Add(rightCol); + + root.Widgets.Add(twoCol); + + // Recent journal tail. + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label { Text = "RECENT", TextColor = new Color(200, 180, 130) }); + var tail = _engine.Journal.Skip(System.Math.Max(0, _engine.Journal.Count - 8)).ToList(); + if (tail.Count == 0) + root.Widgets.Add(new Label { Text = " (no entries)", TextColor = new Color(120, 110, 100) }); + foreach (var line in tail) + root.Widgets.Add(new Label + { + Text = $" {line}", + TextColor = new Color(180, 180, 170), + Wrap = true, + Width = 840, + }); + + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label + { + Text = "(J / Esc to close)", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(120, 110, 100), + }); + + _desktop = new Desktop { Root = root }; + } + + public void Update(GameTime gt) + { + var ks = Keyboard.GetState(); + bool j = ks.IsKeyDown(Keys.J); + bool esc = ks.IsKeyDown(Keys.Escape); + bool jPressed = j && !_jWasDown; + bool escPressed = esc && !_escWasDown; + _jWasDown = j; _escWasDown = esc; + if (jPressed || escPressed) _game.Screens.Pop(); + } + + public void Draw(GameTime gt, SpriteBatch sb) => _desktop.Render(); + public void Deactivate() { } + public void Reactivate() { BuildUI(); } +} diff --git a/Theriapolis.Game/Screens/ReputationScreen.cs b/Theriapolis.Game/Screens/ReputationScreen.cs new file mode 100644 index 0000000..8a58a7b --- /dev/null +++ b/Theriapolis.Game/Screens/ReputationScreen.cs @@ -0,0 +1,194 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 6 M2 — reputation screen (R key). Two columns: +/// 1. **Factions:** strip of bars per known faction with NEMESIS..CHAMPION +/// colour banding + numeric standing. +/// 2. **Recent contacts:** last N NPCs the player has personally +/// interacted with — name, role, current personal disposition, +/// trust ladder. +/// Plus a tail block showing the most recent ledger entries with their +/// reasons ("why does so-and-so hate me?" breadcrumbs). +/// +/// Hidden factions (e.g. The Maw before Act I climax) are skipped from +/// the faction column; they still accumulate state internally. +/// +/// In debug builds, F12 fires a synthetic "+5 Inheritor" event so we can +/// eyeball the cascade live without scripting a quest. +/// +public sealed class ReputationScreen : IScreen +{ + private readonly PlayerReputation _rep; + private readonly ContentResolver _content; + private Game1 _game = null!; + private Desktop _desktop = null!; + private bool _rWasDown = true; + private bool _escWasDown = true; + private bool _f12WasDown = true; + + public ReputationScreen(PlayerReputation rep, ContentResolver content) + { + _rep = rep ?? throw new System.ArgumentNullException(nameof(rep)); + _content = content ?? throw new System.ArgumentNullException(nameof(content)); + } + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 8, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Top, + Margin = new Thickness(20), + Padding = new Thickness(20, 12, 20, 12), + Background = new SolidBrush(new Color(15, 12, 8, 235)), + Width = 880, + }; + + root.Widgets.Add(new Label + { + Text = "REPUTATION", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(255, 230, 170), + }); + root.Widgets.Add(new Label { Text = " " }); + + var twoCol = new HorizontalStackPanel { Spacing = 24 }; + + // ── Factions column ───────────────────────────────────────────── + var leftCol = new VerticalStackPanel { Spacing = 4, Width = 420 }; + leftCol.Widgets.Add(new Label { Text = "FACTIONS", TextColor = new Color(200, 180, 130) }); + foreach (var f in _content.Factions.Values.Where(f => !f.Hidden).OrderBy(f => f.Name)) + { + int score = _rep.Factions.Get(f.Id); + var label = DispositionLabels.For(score); + leftCol.Widgets.Add(new Label + { + Text = $"{f.Name,-24} {score,+4:+#;-#;0} {DispositionLabels.DisplayName(label)}", + TextColor = ColorForLabel(label), + }); + } + twoCol.Widgets.Add(leftCol); + + // ── Personal column ──────────────────────────────────────────── + var rightCol = new VerticalStackPanel { Spacing = 4, Width = 420 }; + rightCol.Widgets.Add(new Label { Text = "RECENT CONTACTS", TextColor = new Color(200, 180, 130) }); + var personals = _rep.Personal.Values.OrderByDescending(p => p.LastInteractionSeconds).Take(12).ToList(); + if (personals.Count == 0) + rightCol.Widgets.Add(new Label + { + Text = "(no one has met you yet)", + TextColor = new Color(120, 110, 100), + }); + foreach (var p in personals) + { + var label = DispositionLabels.For(p.Score); + rightCol.Widgets.Add(new Label + { + Text = $"{p.RoleTag,-30} {p.Score,+4:+#;-#;0} {p.Trust}", + TextColor = ColorForLabel(label), + }); + } + twoCol.Widgets.Add(rightCol); + root.Widgets.Add(twoCol); + + // ── Recent ledger ────────────────────────────────────────────── + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label { Text = "RECENT EVENTS", TextColor = new Color(200, 180, 130) }); + var recent = _rep.Ledger.Entries.Reverse().Take(10).ToList(); + if (recent.Count == 0) + root.Widgets.Add(new Label + { + Text = "(no events yet)", + TextColor = new Color(120, 110, 100), + }); + foreach (var ev in recent) + { + string what = string.IsNullOrEmpty(ev.FactionId) + ? (string.IsNullOrEmpty(ev.RoleTag) ? "world" : ev.RoleTag) + : ev.FactionId; + string note = string.IsNullOrEmpty(ev.Note) ? "" : $" — {ev.Note}"; + root.Widgets.Add(new Label + { + Text = $" [{ev.Kind,-9}] {what,-26} {ev.Magnitude,+4:+#;-#;0}{note}", + TextColor = ev.Magnitude >= 0 ? new Color(160, 200, 140) : new Color(220, 140, 140), + }); + } + + // ── Footer ───────────────────────────────────────────────────── + root.Widgets.Add(new Label { Text = " " }); + root.Widgets.Add(new Label + { + Text = "(R / Esc to close · F12 in debug build = +5 Inheritor synthetic event)", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(120, 110, 100), + }); + + _desktop = new Desktop { Root = root }; + } + + public void Update(GameTime gt) + { + var ks = Keyboard.GetState(); + bool r = ks.IsKeyDown(Keys.R); + bool esc = ks.IsKeyDown(Keys.Escape); + bool f12 = ks.IsKeyDown(Keys.F12); + + bool rPressed = r && !_rWasDown; + bool escPressed = esc && !_escWasDown; + bool f12Pressed = f12 && !_f12WasDown; + + _rWasDown = r; _escWasDown = esc; _f12WasDown = f12; + + if (rPressed || escPressed) { _game.Screens.Pop(); return; } + +#if DEBUG + if (f12Pressed) + { + // Dev affordance — fire a +5 Inheritor event so the cascade is + // visible to the eye without authoring a quest. + _rep.Submit(new RepEvent + { + Kind = RepEventKind.Misc, + FactionId = "inheritors", + Magnitude = 5, + Note = "dev affordance (F12)", + }, _content.Factions); + BuildUI(); // refresh + } +#endif + } + + public void Draw(GameTime gt, SpriteBatch sb) => _desktop.Render(); + public void Deactivate() { } + public void Reactivate() { } + + private static Color ColorForLabel(DispositionLabel label) => label switch + { + DispositionLabel.Nemesis => new Color(220, 60, 60), + DispositionLabel.Hostile => new Color(220, 110, 90), + DispositionLabel.Antagonistic => new Color(220, 160, 110), + DispositionLabel.Unfriendly => new Color(200, 180, 130), + DispositionLabel.Neutral => new Color(180, 180, 180), + DispositionLabel.Favorable => new Color(170, 200, 150), + DispositionLabel.Friendly => new Color(140, 210, 130), + DispositionLabel.Allied => new Color(110, 220, 130), + DispositionLabel.Champion => new Color(150, 230, 200), + _ => Color.White, + }; +} diff --git a/Theriapolis.Game/Screens/SaveLoadScreen.cs b/Theriapolis.Game/Screens/SaveLoadScreen.cs new file mode 100644 index 0000000..cd7ca4d --- /dev/null +++ b/Theriapolis.Game/Screens/SaveLoadScreen.cs @@ -0,0 +1,143 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Theriapolis.Game.Platform; + +namespace Theriapolis.Game.Screens; + +/// +/// Slot picker. Lists C.SAVE_SLOT_COUNT slots plus the autosave slot. Reading +/// each slot only deserializes the JSON header (cheap), so opening the picker +/// is fast even if there are many large saves. +/// +/// Phase 4 mode: load only (called from TitleScreen). Save-from-game uses the +/// F5 quicksave; a save-as-slot UI can be added later by extending this screen +/// with an Action. +/// +public sealed class SaveLoadScreen : IScreen +{ + private Game1 _game = null!; + private Desktop _desktop = null!; + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 8, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + }; + + root.Widgets.Add(new Label + { + Text = "LOAD GAME", + HorizontalAlignment = HorizontalAlignment.Center, + }); + root.Widgets.Add(new Label { Text = " " }); + + // Autosave row first. + AddSlotRow(root, "Autosave", SavePaths.AutosavePath()); + for (int i = 1; i <= C.SAVE_SLOT_COUNT; i++) + AddSlotRow(root, $"Slot {i:D2}", SavePaths.SlotPath(i)); + + root.Widgets.Add(new Label { Text = " " }); + var back = new TextButton { Text = "Back", Width = 200, HorizontalAlignment = HorizontalAlignment.Center }; + back.Click += (_, _) => _game.Screens.Pop(); + root.Widgets.Add(back); + + _desktop = new Desktop { Root = root }; + } + + private void AddSlotRow(VerticalStackPanel parent, string label, string path) + { + string text = label; + bool exists = File.Exists(path); + bool compatible = false; + if (exists) + { + try + { + var bytes = File.ReadAllBytes(path); + var header = SaveCodec.DeserializeHeaderOnly(bytes); + if (SaveCodec.IsCompatible(header)) + { + text = $"{label}: {header.SlotLabel()}"; + compatible = true; + } + else + { + text = $"{label}: "; + } + } + catch + { + text = $"{label}: "; + } + } + else + { + text = $"{label}: "; + } + + var btn = new TextButton + { + Text = text, + Width = 480, + HorizontalAlignment = HorizontalAlignment.Center, + }; + if (exists && compatible) btn.Click += (_, _) => LoadSlot(path); + else btn.Enabled = false; + parent.Widgets.Add(btn); + } + + private void LoadSlot(string path) + { + try + { + var bytes = File.ReadAllBytes(path); + var headerOnly = SaveCodec.DeserializeHeaderOnly(bytes); + if (!SaveCodec.IsCompatible(headerOnly)) + { + var err = new Label + { + Text = SaveCodec.IncompatibilityReason(headerOnly), + HorizontalAlignment = HorizontalAlignment.Center, + }; + _desktop.Root = err; + return; + } + var (header, body) = SaveCodec.Deserialize(bytes); + _game.Screens.Pop(); // back to title + _game.Screens.Push(new WorldGenProgressScreen(header.ParseSeed(), restoreFromSave: body, savedHeader: header)); + } + catch (Exception ex) + { + // Crude error display: replace the screen content with the error. + var err = new Label { Text = $"Load failed:\n{ex.Message}", HorizontalAlignment = HorizontalAlignment.Center }; + _desktop.Root = err; + } + } + + public void Update(GameTime gt) + { + if (Keyboard.GetState().IsKeyDown(Keys.Escape)) _game.Screens.Pop(); + } + + public void Draw(GameTime gt, SpriteBatch sb) + { + _game.GraphicsDevice.Clear(new Color(20, 20, 30)); + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} diff --git a/Theriapolis.Game/Screens/ScreenManager.cs b/Theriapolis.Game/Screens/ScreenManager.cs new file mode 100644 index 0000000..e43a86f --- /dev/null +++ b/Theriapolis.Game/Screens/ScreenManager.cs @@ -0,0 +1,68 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; + +namespace Theriapolis.Game.Screens; + +/// +/// Manages a stack of IScreen instances. +/// Only the top screen receives Update and Draw calls. +/// Push/Pop are deferred to the start of the next frame to avoid mid-loop mutation. +/// +public sealed class ScreenManager +{ + private readonly Game1 _game; + private readonly Stack _stack = new(); + + private IScreen? _pendingPush; + private int _pendingPops; // count rather than bool — multiple Pops queued in one frame all apply + + public ScreenManager(Game1 game) + { + _game = game; + } + + public IScreen? Current => _stack.Count > 0 ? _stack.Peek() : null; + + public void Push(IScreen screen) + { + _pendingPush = screen; + } + + public void Pop() + { + _pendingPops++; + } + + /// Process any pending push/pop, then update the current screen. + public void Update(GameTime gameTime) + { + // Apply deferred transitions — drain all pending pops before any push. + bool popped = false; + while (_pendingPops > 0 && _stack.Count > 0) + { + var top = _stack.Pop(); + top.Deactivate(); + _pendingPops--; + popped = true; + } + _pendingPops = 0; + // Only call Reactivate once after a pop chain — not every frame. + if (popped && _stack.TryPeek(out var back)) back.Reactivate(); + + if (_pendingPush is not null) + { + _stack.TryPeek(out var cur); + cur?.Deactivate(); + _pendingPush.Initialize(_game); + _stack.Push(_pendingPush); + _pendingPush = null; + } + + Current?.Update(gameTime); + } + + public void Draw(GameTime gameTime, SpriteBatch spriteBatch) + { + Current?.Draw(gameTime, spriteBatch); + } +} diff --git a/Theriapolis.Game/Screens/ShopScreen.cs b/Theriapolis.Game/Screens/ShopScreen.cs new file mode 100644 index 0000000..7613407 --- /dev/null +++ b/Theriapolis.Game/Screens/ShopScreen.cs @@ -0,0 +1,259 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Dialogue; +using Theriapolis.Core.Rules.Reputation; + +namespace Theriapolis.Game.Screens; + +/// +/// Phase 6 M3 — buy/sell modal pushed from +/// when a dialogue option fires the open_shop effect. +/// +/// Pricing applies the disposition modifier from +/// : a friendly merchant sells for cheaper, an +/// antagonistic one marks up. Hostile / Nemesis merchants refuse service +/// outright (the screen shows a refusal line and only the close button). +/// +/// Phase 6 M3 ships a hand-curated stock list per merchant role +/// (innkeeper / shopkeeper / smith / alchemist) — Phase 6 M5 swaps this +/// for trade-route-driven inventories. +/// +public sealed class ShopScreen : IScreen +{ + private static readonly string[] InnkeeperStock = { "rations_predator", "rations_prey", "poultice_universal" }; + private static readonly string[] ShopkeeperStock = { "rope_claw_braid", "torch_scent_neutral", "scent_mask_basic", "rations_predator", "poultice_universal", "healers_kit" }; + private static readonly string[] SmithStock = { "fang_knife", "rend_sword", "thorn_blade", "paw_axe", "hide_vest", "leather_harness", "studded_leather", "chain_shirt", "buckler", "standard_shield" }; + private static readonly string[] AlchemistStock = { "poultice_universal", "poultice_canid", "healers_kit", "scent_mask_basic", "pheromone_vial_calm", "pheromone_vial_fear" }; + + private readonly NpcActor _npc; + private readonly Character _pc; + private readonly ContentResolver _content; + private readonly PlayScreen _playScreen; + + private Game1 _game = null!; + private Desktop _desktop = null!; + private VerticalStackPanel _root = null!; + private Label _statusLabel = null!; + private VerticalStackPanel _stockList = null!; + private VerticalStackPanel _bagList = null!; + private bool _escWasDown = true; + private bool _enterWasDown = true; + + public ShopScreen(NpcActor npc, Character pc, ContentResolver content, PlayScreen playScreen) + { + _npc = npc; + _pc = pc; + _content = content; + _playScreen = playScreen; + } + + public void Initialize(Game1 game) + { + _game = game; + BuildLayout(); + } + + private int Disposition() + => EffectiveDisposition.For(_npc, _pc, _playScreen.Reputation, _content, + _playScreen.World(), _playScreen.WorldSeed()); + + private string[] StockForRole(string roleTag) + { + if (string.IsNullOrEmpty(roleTag)) return ShopkeeperStock; + string suffix = roleTag; + int dot = roleTag.LastIndexOf('.'); + if (dot >= 0) suffix = roleTag[(dot + 1)..]; + return suffix.ToLowerInvariant() switch + { + "innkeeper" => InnkeeperStock, + "smith" => SmithStock, + "alchemist" => AlchemistStock, + _ => ShopkeeperStock, + }; + } + + private void BuildLayout() + { + _root = new VerticalStackPanel + { + Spacing = 8, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + Padding = new Thickness(40, 24, 40, 24), + Background = new SolidBrush(new Color(15, 12, 8, 240)), + Width = 760, + }; + + _root.Widgets.Add(new Label + { + Text = $"{_npc.DisplayName} — wares", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(255, 230, 170), + }); + + int disp = Disposition(); + var label = DispositionLabels.For(disp); + if (!ShopPricing.ServiceAvailable(disp)) + { + _root.Widgets.Add(new Label + { + Text = $"\"I'll not deal with you. Get out before I call the constabulary.\"", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(220, 120, 120), + Wrap = true, + Width = 660, + }); + _root.Widgets.Add(new Label { Text = " " }); + var closeRefused = new TextButton { Text = "Leave", Width = 240, HorizontalAlignment = HorizontalAlignment.Center }; + closeRefused.Click += (_, _) => _game.Screens.Pop(); + _root.Widgets.Add(closeRefused); + _desktop = new Desktop { Root = _root }; + return; + } + + _root.Widgets.Add(new Label + { + Text = $"[{DispositionLabels.DisplayName(label)}] · buy ×{ShopPricing.BuyMultiplier(disp):0.00} · sell ×{ShopPricing.SellMultiplier(disp):0.00}", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(120, 140, 180), + }); + _statusLabel = new Label + { + Text = $"Your fangs: {_pc.CurrencyFang}", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(220, 200, 140), + }; + _root.Widgets.Add(_statusLabel); + _root.Widgets.Add(new Label { Text = " " }); + + var twoCol = new HorizontalStackPanel { Spacing = 24 }; + + _stockList = new VerticalStackPanel { Spacing = 2, Width = 360 }; + _stockList.Widgets.Add(new Label { Text = "BUY", TextColor = new Color(200, 180, 130) }); + twoCol.Widgets.Add(_stockList); + + _bagList = new VerticalStackPanel { Spacing = 2, Width = 360 }; + _bagList.Widgets.Add(new Label { Text = "SELL (your bag)", TextColor = new Color(200, 180, 130) }); + twoCol.Widgets.Add(_bagList); + + _root.Widgets.Add(twoCol); + _root.Widgets.Add(new Label { Text = " " }); + _root.Widgets.Add(new Label + { + Text = "(Click an item to buy/sell · Esc / Enter to close)", + HorizontalAlignment = HorizontalAlignment.Center, + TextColor = new Color(120, 110, 100), + }); + + RefreshLists(); + _desktop = new Desktop { Root = _root }; + } + + private void RefreshLists() + { + // Rebuild buy list. + for (int i = _stockList.Widgets.Count - 1; i >= 1; i--) _stockList.Widgets.RemoveAt(i); + int disp = Disposition(); + var stock = StockForRole(_npc.RoleTag); + foreach (var id in stock) + { + if (!_content.Items.TryGetValue(id, out var def)) continue; + int price = ShopPricing.BuyPriceFor((int)System.Math.Round(def.CostFang), disp); + var btn = new TextButton + { + Text = $" {def.Name,-26} {price,4}f", + Width = 350, + HorizontalAlignment = HorizontalAlignment.Left, + }; + string capturedId = def.Id; + btn.Click += (_, _) => TryBuy(capturedId); + _stockList.Widgets.Add(btn); + } + + // Rebuild sell list — group by item name + count, sell one at a time. + for (int i = _bagList.Widgets.Count - 1; i >= 1; i--) _bagList.Widgets.RemoveAt(i); + var grouped = _pc.Inventory.Items + .Where(it => it.EquippedAt is null) // can't sell equipped gear without unequipping first + .GroupBy(it => it.Def.Id) + .OrderBy(g => g.Key, System.StringComparer.Ordinal); + foreach (var grp in grouped) + { + var def = grp.First().Def; + int totalQty = grp.Sum(it => it.Qty); + int price = ShopPricing.SellPriceFor((int)System.Math.Round(def.CostFang), disp); + var btn = new TextButton + { + Text = $" {def.Name,-22} ×{totalQty,2} @ {price,4}f", + Width = 350, + HorizontalAlignment = HorizontalAlignment.Left, + }; + string capturedId = def.Id; + btn.Click += (_, _) => TrySell(capturedId); + _bagList.Widgets.Add(btn); + } + _statusLabel.Text = $"Your fangs: {_pc.CurrencyFang}"; + } + + private void TryBuy(string itemId) + { + if (!_content.Items.TryGetValue(itemId, out var def)) return; + int disp = Disposition(); + int price = ShopPricing.BuyPriceFor((int)System.Math.Round(def.CostFang), disp); + if (_pc.CurrencyFang < price) + { + _statusLabel.Text = $"Not enough fangs ({_pc.CurrencyFang} / {price})."; + return; + } + _pc.CurrencyFang -= price; + _pc.Inventory.Add(def, 1); + _playScreen.Reputation.Submit(new RepEvent + { + Kind = RepEventKind.Trade, + FactionId = _npc.FactionId, + RoleTag = _npc.RoleTag, + Magnitude = 1, // small positive bump per successful purchase + Note = $"bought {def.Id}", + TimestampSeconds = _playScreen.ClockSeconds(), + }, _content.Factions); + RefreshLists(); + } + + private void TrySell(string itemId) + { + if (!_content.Items.TryGetValue(itemId, out var def)) return; + int disp = Disposition(); + int price = ShopPricing.SellPriceFor((int)System.Math.Round(def.CostFang), disp); + // Remove ONE unit (smallest stack first to keep stacks tidy). + var stack = _pc.Inventory.Items.Where(it => it.Def.Id == itemId && it.EquippedAt is null) + .OrderBy(it => it.Qty) + .FirstOrDefault(); + if (stack is null) return; + stack.Qty--; + if (stack.Qty <= 0) _pc.Inventory.Remove(stack); + _pc.CurrencyFang += price; + RefreshLists(); + } + + public void Update(GameTime gt) + { + var ks = Keyboard.GetState(); + bool esc = ks.IsKeyDown(Keys.Escape); + bool ent = ks.IsKeyDown(Keys.Enter); + bool escPressed = esc && !_escWasDown; + bool entPressed = ent && !_enterWasDown; + _escWasDown = esc; _enterWasDown = ent; + if (escPressed || entPressed) _game.Screens.Pop(); + } + + public void Draw(GameTime gt, SpriteBatch sb) => _desktop.Render(); + public void Deactivate() { } + public void Reactivate() { RefreshLists(); } +} diff --git a/Theriapolis.Game/Screens/TitleScreen.cs b/Theriapolis.Game/Screens/TitleScreen.cs new file mode 100644 index 0000000..d180074 --- /dev/null +++ b/Theriapolis.Game/Screens/TitleScreen.cs @@ -0,0 +1,114 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Myra; +using Myra.Graphics2D.UI; + +namespace Theriapolis.Game.Screens; + +/// +/// Title screen: game logo text, "New World" button, optional seed input field. +/// Uses Myra for all UI widgets. +/// +public sealed class TitleScreen : IScreen +{ + private Game1 _game = null!; + private Desktop _desktop = null!; + private TextBox? _seedInput; + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 12, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + }; + + // Title label + var title = new Label + { + Text = "THERIAPOLIS", + HorizontalAlignment = HorizontalAlignment.Center, + }; + root.Widgets.Add(title); + + // Sub-title + var sub = new Label + { + Text = "Veldara awaits.", + HorizontalAlignment = HorizontalAlignment.Center, + }; + root.Widgets.Add(sub); + + // Spacer + root.Widgets.Add(new Label { Text = " " }); + + // Seed row + var seedRow = new HorizontalStackPanel { Spacing = 8 }; + seedRow.Widgets.Add(new Label { Text = "Seed:", VerticalAlignment = VerticalAlignment.Center }); + _seedInput = new TextBox + { + Text = "", + Width = 160, + }; + seedRow.Widgets.Add(_seedInput); + root.Widgets.Add(seedRow); + + // New World button + var newWorldBtn = new TextButton + { + Text = "New World", + Width = 180, + HorizontalAlignment = HorizontalAlignment.Center, + }; + newWorldBtn.Click += OnNewWorldClicked; + root.Widgets.Add(newWorldBtn); + + var loadBtn = new TextButton + { + Text = "Load Game", + Width = 180, + HorizontalAlignment = HorizontalAlignment.Center, + }; + loadBtn.Click += (_, _) => _game.Screens.Push(new SaveLoadScreen()); + root.Widgets.Add(loadBtn); + + _desktop = new Desktop { Root = root }; + } + + private void OnNewWorldClicked(object? sender, EventArgs e) + { + ulong seed; + string raw = _seedInput?.Text?.Trim() ?? ""; + if (string.IsNullOrEmpty(raw)) + { + // Random seed from system time + seed = (ulong)DateTime.UtcNow.Ticks; + } + else if (!ulong.TryParse(raw, out seed)) + { + // Hash the string to a seed + seed = 0; + foreach (char c in raw) seed = seed * 31 + c; + } + + _game.Screens.Push(new CodexUI.Screens.CodexCharacterCreationScreen(seed)); + } + + public void Update(GameTime gameTime) { } + + public void Draw(GameTime gameTime, SpriteBatch spriteBatch) + { + _game.GraphicsDevice.Clear(new Color(20, 20, 30)); + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } +} diff --git a/Theriapolis.Game/Screens/WorldGenProgressScreen.cs b/Theriapolis.Game/Screens/WorldGenProgressScreen.cs new file mode 100644 index 0000000..e86454c --- /dev/null +++ b/Theriapolis.Game/Screens/WorldGenProgressScreen.cs @@ -0,0 +1,196 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Myra; +using Myra.Graphics2D.UI; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.World.Generation; + +namespace Theriapolis.Game.Screens; + +/// +/// Runs the world-generation pipeline on a background thread and shows per-stage progress. +/// Transitions to WorldMapScreen when generation is complete. +/// +public sealed class WorldGenProgressScreen : IScreen +{ + private readonly ulong _seed; + private readonly SaveBody? _restoreFromSave; + private readonly SaveHeader? _savedHeader; + private readonly Character? _pendingCharacter; + private readonly string? _pendingName; + private Game1 _game = null!; + private Desktop _desktop = null!; + private Label? _stageLabel; + private Label? _progressLabel; + + private WorldGenContext? _ctx; + private Task? _genTask; + private volatile float _progress; + private volatile string _stageName = "Initialising..."; + private volatile bool _complete; + private volatile string? _error; + + public WorldGenProgressScreen( + ulong seed, + SaveBody? restoreFromSave = null, + SaveHeader? savedHeader = null, + Character? pendingCharacter = null, + string? pendingName = null) + { + _seed = seed; + _restoreFromSave = restoreFromSave; + _savedHeader = savedHeader; + _pendingCharacter = pendingCharacter; + _pendingName = pendingName; + } + + public void Initialize(Game1 game) + { + _game = game; + BuildUI(); + StartGeneration(); + } + + private void BuildUI() + { + var root = new VerticalStackPanel + { + Spacing = 16, + HorizontalAlignment = HorizontalAlignment.Center, + VerticalAlignment = VerticalAlignment.Center, + }; + + root.Widgets.Add(new Label + { + Text = $"Generating world... (seed: 0x{_seed:X})", + HorizontalAlignment = HorizontalAlignment.Center, + }); + + _progressLabel = new Label + { + Text = "[ ] 0%", + HorizontalAlignment = HorizontalAlignment.Center, + }; + root.Widgets.Add(_progressLabel); + + _stageLabel = new Label + { + Text = "Starting...", + HorizontalAlignment = HorizontalAlignment.Center, + }; + root.Widgets.Add(_stageLabel); + + _desktop = new Desktop { Root = root }; + } + + private void StartGeneration() + { + string dataDir = _game.ContentDataDirectory; + _genTask = Task.Run(() => + { + try + { + _ctx = new WorldGenContext(_seed, dataDir) + { + ProgressCallback = (name, frac) => + { + _stageName = name; + _progress = frac; + }, + Log = msg => System.Diagnostics.Debug.WriteLine(msg), + }; + WorldGenerator.RunAll(_ctx); + _complete = true; + } + catch (Exception ex) + { + // Unwrap AggregateException to get the real inner message + var inner = ex is AggregateException ae ? ae.Flatten().InnerException ?? ex : ex; + _error = inner.ToString(); // full type + message + stack trace + } + }); + } + + public void Update(GameTime gameTime) + { + if (_error is not null) + { + // Show error on screen so it is visible; do NOT pop automatically. + System.Diagnostics.Debug.WriteLine($"[WorldGen ERROR] {_error}"); + if (_stageLabel is not null) _stageLabel.Text = "ERROR — press Escape to go back"; + if (_progressLabel is not null) _progressLabel.Text = _error.Length > 80 + ? _error[..80] + "..." + : _error; + // Write full error to a log file next to the exe for post-mortem diagnosis + try + { + string logPath = Path.Combine( + AppContext.BaseDirectory, "worldgen_error.log"); + File.WriteAllText(logPath, + $"[{DateTime.Now:u}] WorldGen ERROR\n{_error}\n"); + } + catch { /* best-effort */ } + + // Only pop when the user presses Escape + if (Microsoft.Xna.Framework.Input.Keyboard.GetState() + .IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape)) + _game.Screens.Pop(); + return; + } + + if (_complete && _ctx is not null) + { + // Stage-hash check: a soft warning is fine for Phase 4. We log + // mismatches but proceed — saves anchored only by player position + // and chunk deltas tolerate small worldgen drift. + if (_savedHeader is not null) CompareStageHashes(); + + if (_restoreFromSave is not null) + _game.Screens.Push(new PlayScreen(_ctx, _restoreFromSave)); + else if (_pendingCharacter is not null) + _game.Screens.Push(new PlayScreen(_ctx, _pendingCharacter, _pendingName ?? "Wanderer")); + else + _game.Screens.Push(new PlayScreen(_ctx)); + + _complete = false; + return; + } + + // Update UI progress on game thread + int pct = (int)(_progress * 100f); + int filled = pct / 10; + string bar = new string('#', filled) + new string(' ', 10 - filled); + if (_progressLabel is not null) _progressLabel.Text = $"[{bar}] {pct,3}%"; + if (_stageLabel is not null) _stageLabel.Text = _stageName; + } + + public void Draw(GameTime gameTime, SpriteBatch spriteBatch) + { + _game.GraphicsDevice.Clear(new Color(10, 10, 20)); + _desktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } + + private void CompareStageHashes() + { + if (_savedHeader is null || _ctx is null) return; + int mismatches = 0; + foreach (var kv in _ctx.World.StageHashes) + { + if (!_savedHeader.StageHashes.TryGetValue(kv.Key, out var sv)) continue; + string current = $"0x{kv.Value:X}"; + if (!string.Equals(sv, current, StringComparison.OrdinalIgnoreCase)) + { + mismatches++; + System.Diagnostics.Debug.WriteLine( + $"[Save migration] Stage '{kv.Key}' hash drift: saved={sv}, current={current}"); + } + } + if (mismatches > 0) + System.Diagnostics.Debug.WriteLine( + $"[Save migration] {mismatches} stage(s) drifted; loading anyway (soft)."); + } +} diff --git a/Theriapolis.Game/Screens/WorldMapScreen.cs b/Theriapolis.Game/Screens/WorldMapScreen.cs new file mode 100644 index 0000000..13d058d --- /dev/null +++ b/Theriapolis.Game/Screens/WorldMapScreen.cs @@ -0,0 +1,188 @@ +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using Microsoft.Xna.Framework.Input; +using Myra.Graphics2D; +using Myra.Graphics2D.Brushes; +using Myra.Graphics2D.UI; +using Theriapolis.Core; +using Theriapolis.Core.World.Generation; +using Theriapolis.Game.Input; +using Theriapolis.Game.Platform; +using Theriapolis.Game.Rendering; + +namespace Theriapolis.Game.Screens; + +/// +/// World-map screen: pan with left-drag or WASD, zoom with mouse wheel. +/// Shows the biome tile map produced by Phase 1 worldgen. +/// A top-left debug overlay shows the world seed and the tile under the cursor; +/// clicking the map copies "seed=N tile=(X,Y)" to the system clipboard. +/// +public sealed class WorldMapScreen : IScreen +{ + private readonly WorldGenContext _ctx; + private Game1 _game = null!; + + private Camera2D _camera = null!; + private TileAtlas _atlas = null!; + private WorldMapRenderer _renderer = null!; + private InputManager _input = null!; + private SpriteBatch _sb = null!; + + // Debug overlay + private Desktop _overlayDesktop = null!; + private Label _debugLabel = null!; + private int _cursorTileX; + private int _cursorTileY; + + // Click-vs-drag detection. Tile is captured at mouse-down so that incidental + // camera pan from hand-jitter between press and release doesn't shift the + // reported tile — at fit-zoom, one screen pixel of drag is ~15 world pixels. + private Vector2 _mouseDownPos; + private int _mouseDownTileX; + private int _mouseDownTileY; + private bool _mouseDownTracked; + private const float ClickSlopPixels = 4f; + + public WorldMapScreen(WorldGenContext ctx) + { + _ctx = ctx; + } + + public void Initialize(Game1 game) + { + _game = game; + _input = new InputManager(); + _sb = new SpriteBatch(game.GraphicsDevice); + + var gdw = new GraphicsDeviceWrapper(game.GraphicsDevice); + _camera = new Camera2D(gdw); + + // Start camera centred on the world + _camera.Position = new Vector2( + C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS * 0.5f, + C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS * 0.5f); + // Default zoom: fit the world in the window + float fitZoom = Math.Min( + (float)game.GraphicsDevice.Viewport.Width / (C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS), + (float)game.GraphicsDevice.Viewport.Height / (C.WORLD_HEIGHT_TILES * C.WORLD_TILE_PIXELS)); + _camera.AdjustZoom(fitZoom / Camera2D.MinZoom - 1f, new Vector2( + game.GraphicsDevice.Viewport.Width * 0.5f, + game.GraphicsDevice.Viewport.Height * 0.5f)); + + // Build tile atlas from generated biome defs + _atlas = new TileAtlas(game.GraphicsDevice); + _atlas.GeneratePlaceholders(_ctx.World.BiomeDefs!); + + _renderer = new WorldMapRenderer(_ctx, _atlas); + + BuildOverlay(); + } + + private void BuildOverlay() + { + _debugLabel = new Label + { + Text = "", + HorizontalAlignment = HorizontalAlignment.Left, + VerticalAlignment = VerticalAlignment.Top, + Margin = new Thickness(8), + Padding = new Thickness(8, 4, 8, 4), + Background = new SolidBrush(new Color(0, 0, 0, 180)), + }; + _overlayDesktop = new Desktop { Root = _debugLabel }; + UpdateOverlayText(); + } + + public void Update(GameTime gameTime) + { + _input.Update(); + + // Ignore input when the game window isn't focused. Otherwise, clicks on + // other windows (e.g. the Claude desktop app) would still register here + // and overwrite the clipboard with a bogus tile coordinate. + if (!_game.IsActive) return; + + // ESC → back to title + if (_input.JustPressed(Keys.Escape)) + { + _game.Screens.Pop(); + return; + } + + float dt = (float)gameTime.ElapsedGameTime.TotalSeconds; + float panSpeed = 400f / _camera.Zoom; // world pixels per second + + // Keyboard pan (WASD / arrow keys) + Vector2 panDir = Vector2.Zero; + if (_input.IsDown(Keys.W) || _input.IsDown(Keys.Up)) panDir.Y -= 1; + if (_input.IsDown(Keys.S) || _input.IsDown(Keys.Down)) panDir.Y += 1; + if (_input.IsDown(Keys.A) || _input.IsDown(Keys.Left)) panDir.X -= 1; + if (_input.IsDown(Keys.D) || _input.IsDown(Keys.Right)) panDir.X += 1; + if (panDir != Vector2.Zero) + _camera.Pan(panDir * panSpeed * dt); + + // Track mouse-down position and tile BEFORE drag-handling consumes the + // frame. Capturing the tile here (rather than re-reading it on release) + // ensures the clipboard reports the tile that was actually clicked, + // independent of any camera pan the click may have incidentally caused. + if (_input.LeftJustDown) + { + _mouseDownPos = _input.MousePosition; + var downWorld = _camera.ScreenToWorld(_input.MousePosition); + _mouseDownTileX = (int)MathF.Floor(downWorld.X / C.WORLD_TILE_PIXELS); + _mouseDownTileY = (int)MathF.Floor(downWorld.Y / C.WORLD_TILE_PIXELS); + _mouseDownTracked = true; + } + + // Mouse drag pan + var dragDelta = _input.ConsumeDragDelta(_camera); + if (dragDelta != Vector2.Zero) + _camera.Pan(dragDelta); + + // Mouse wheel zoom + int scroll = _input.ScrollDelta; + if (scroll != 0) + { + float zoomDelta = scroll > 0 ? 0.12f : -0.12f; + _camera.AdjustZoom(zoomDelta, _input.MousePosition); + } + + // Resolve cursor → tile coordinate for overlay + click handler + var worldPos = _camera.ScreenToWorld(_input.MousePosition); + _cursorTileX = (int)MathF.Floor(worldPos.X / C.WORLD_TILE_PIXELS); + _cursorTileY = (int)MathF.Floor(worldPos.Y / C.WORLD_TILE_PIXELS); + + // On release without drag, copy debug info to clipboard. Use the tile + // captured at mouse-down so hand-jitter between press and release can't + // shift the reported tile via incidental camera pan. + if (_input.LeftJustUp && _mouseDownTracked) + { + _mouseDownTracked = false; + if (Vector2.Distance(_input.MousePosition, _mouseDownPos) <= ClickSlopPixels) + Clipboard.TrySetText($"seed={_ctx.World.WorldSeed} tile=({_mouseDownTileX},{_mouseDownTileY})"); + } + + UpdateOverlayText(); + } + + private void UpdateOverlayText() + { + _debugLabel.Text = + $"Seed: {_ctx.World.WorldSeed}\n" + + $"Tile: ({_cursorTileX}, {_cursorTileY})"; + } + + public void Draw(GameTime gameTime, SpriteBatch _) + { + _game.GraphicsDevice.Clear(new Color(5, 10, 20)); + _renderer.Draw(_sb, _camera, gameTime); + _overlayDesktop.Render(); + } + + public void Deactivate() { } + public void Reactivate() { } + + // Dispose rendering resources when screen is removed + ~WorldMapScreen() => (_renderer as IDisposable)?.Dispose(); +} diff --git a/Theriapolis.Game/Theriapolis.Game.csproj b/Theriapolis.Game/Theriapolis.Game.csproj new file mode 100644 index 0000000..04037cd --- /dev/null +++ b/Theriapolis.Game/Theriapolis.Game.csproj @@ -0,0 +1,19 @@ + + + Library + net8.0 + enable + enable + Theriapolis.Game + Theriapolis.Game + 12 + + + + + + + + + + diff --git a/Theriapolis.Game/UI/CodexCopy.cs b/Theriapolis.Game/UI/CodexCopy.cs new file mode 100644 index 0000000..bb3b20d --- /dev/null +++ b/Theriapolis.Game/UI/CodexCopy.cs @@ -0,0 +1,223 @@ +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Game.UI; + +/// +/// Author-curated UI text that the wizard surfaces but isn't worth pushing +/// into JSON — skill descriptions, language metadata, ability labels, and +/// the informational class↔clade recommendation table. +/// +/// Sourced from the Phase 5 character-creator design handoff +/// (`_design_handoff/character_creation/` snapshot, src/data.jsx). Keeping +/// these here rather than in Content/Data/ lets the design tone live +/// next to the code that consumes it. +/// +public static class CodexCopy +{ + /// STR/DEX/CON/INT/WIS/CHA → long display name. + public static readonly System.Collections.Generic.IReadOnlyDictionary AbilityLabels = + new System.Collections.Generic.Dictionary + { + [AbilityId.STR] = "Strength", + [AbilityId.DEX] = "Dexterity", + [AbilityId.CON] = "Constitution", + [AbilityId.INT] = "Intellect", + [AbilityId.WIS] = "Wisdom", + [AbilityId.CHA] = "Charisma", + }; + + /// SizeCategory snake_case → pretty label. + public static string SizeLabel(string sizeKey) => sizeKey switch + { + "small" => "Small", + "medium" => "Medium", + "medium_large" => "Medium-Large", + "large" => "Large", + _ => sizeKey, + }; + + /// Skill id (snake_case) → display name. + public static string SkillName(string skillId) => skillId switch + { + "acrobatics" => "Acrobatics", + "animal_handling" => "Animal Handling", + "arcana" => "Arcana", + "athletics" => "Athletics", + "deception" => "Deception", + "history" => "History", + "insight" => "Insight", + "intimidation" => "Intimidation", + "investigation" => "Investigation", + "medicine" => "Medicine", + "nature" => "Nature", + "perception" => "Perception", + "performance" => "Performance", + "persuasion" => "Persuasion", + "religion" => "Religion", + "sleight_of_hand" => "Sleight of Hand", + "stealth" => "Stealth", + "survival" => "Survival", + _ => skillId, + }; + + /// One-sentence skill description in the codex's tone (from the design's data.jsx). + public static string SkillDescription(string skillId) => skillId switch + { + "acrobatics" => "Tumbling, balance, and the kind of footwork that keeps you upright on a coliseum sand-floor or a warren-rope. Body-cunning under pressure.", + "animal_handling" => "Reading and steering non-sentient beasts — feral hounds, draft-kine, the wild cousins of your own clade.", + "arcana" => "Knowledge of the older magics: scent-sorcery, blood-sigil, the half-forgotten rites that pre-date the Covenant of Claws.", + "athletics" => "Raw physical effort. Climbing scaffold, swimming the foul canal, hauling a packmate from the pit, breaking a hold.", + "deception" => "Speaking convincingly past your scent. The art of the false posture, the planted rumor, the answer that is technically true.", + "history" => "The long memory of Theriapolis — the Imperium's fall, the Compact's ratification, which clade owes which other a centuries-old debt.", + "insight" => "Reading another's true posture beneath their words. Catching the off-note in a snarl, the held breath, the lie in a friendly tail.", + "intimidation" => "Bared-teeth diplomacy. The threat made plain enough that violence is not required to extract compliance.", + "investigation" => "Methodical search and inference: scene-reading, document-sifting, the patient accumulation of small facts into a verdict.", + "medicine" => "Field surgery, poultice-craft, knowing which clade tolerates which tincture. Stabilizing the dying without finishing them.", + "nature" => "Knowledge of the wild outside the city wall — terrain, weather, plant-lore, and the unsigned beasts that observe no Covenant.", + "perception" => "Awareness through every sense your clade gives you: ear-cock, scent-prickle, the half-glimpsed shape at the edge of vision.", + "performance" => "Holding an audience — coliseum crowd, courtroom gallery, market square. Song, oratory, the body that compels watching.", + "persuasion" => "Open-handed argument. The case made on its merits, the appeal to mutual benefit, the patient construction of agreement.", + "religion" => "The hymn-cycles of the Cervid liturgy, the Compact's sacred clauses, the small household rites your clade keeps without thinking.", + "sleight_of_hand" => "Quiet fingers — pickpocketing, palmed coins, the swap performed under another's nose.", + "stealth" => "Movement unseen and unsmelled. Wind-checking, scent-suppression, the slow weight-shift on a creaking floor.", + "survival" => "Field-craft beyond the wall: tracking, foraging, fire-making, knowing which run-off is safe to drink.", + _ => "", + }; + + /// Skill id → governing ability. + public static AbilityId SkillAbility(string skillId) + { + try { return SkillIdExtensions.FromJson(skillId).Ability(); } + catch { return AbilityId.STR; } + } + + /// + /// enum → snake_case JSON id. Inverse of + /// . Required because + /// enum.ToString().ToLowerInvariant() produces "sleightofhand" + /// for SleightOfHand, which doesn't match the JSON-keyed + /// dictionaries (skill name / skill description). + /// + public static string SkillIdToJson(SkillId s) => s switch + { + SkillId.Acrobatics => "acrobatics", + SkillId.AnimalHandling => "animal_handling", + SkillId.Arcana => "arcana", + SkillId.Athletics => "athletics", + SkillId.Deception => "deception", + SkillId.History => "history", + SkillId.Insight => "insight", + SkillId.Intimidation => "intimidation", + SkillId.Investigation => "investigation", + SkillId.Medicine => "medicine", + SkillId.Nature => "nature", + SkillId.Perception => "perception", + SkillId.Performance => "performance", + SkillId.Persuasion => "persuasion", + SkillId.Religion => "religion", + SkillId.SleightOfHand => "sleight_of_hand", + SkillId.Stealth => "stealth", + SkillId.Survival => "survival", + _ => s.ToString().ToLowerInvariant(), + }; + + /// Language id → display name. + public static string LanguageName(string langId) => langId switch + { + "common" => "Common", + "canid" => "Canid", + "felid" => "Felid", + "mustelid" => "Mustelid", + "ursid" => "Ursid", + "cervid" => "Cervid", + "bovid" => "Bovid", + "leporid" => "Leporid", + _ => langId, + }; + + /// Language id → flavor description for hover/detail panels. + public static string LanguageDescription(string langId) => langId switch + { + "common" => "The market-and-courthouse trade tongue of Theriapolis. Spoken by every clade.", + "canid" => "Pack-tongue of the Canidae. Heavy with subsonic registers and scent-words non-Canid speakers cannot fully parse.", + "felid" => "Sinuous and tonal, with a parallel tail-and-ear pidgin. Felid speakers trade in implication and pause.", + "mustelid" => "Quick, percussive trade-speech of the Mustelidae. Famous for its dense vocabulary of musks, debts, and small grievances.", + "ursid" => "Slow, low-register growl-speech. Ursid grammar prefers final emphasis — the important word always comes last.", + "cervid" => "Old, hymn-shaped tongue of the Cervidae. Most speakers know Cervid as a song-language for funerals, treaties, and the long calendar.", + "bovid" => "Patient, formal speech of the herd-clades. The language of guild-councils and oaths.", + "leporid" => "Rapid, twitch-paced chatter of the Leporidae. Uses tense markers for danger and runs faster than most non-Leporidae can follow.", + _ => "", + }; + + /// Item id → pretty display name (mirrors items.json's name for the subset used by starting kits). + public static string ItemName(string itemId) => itemId switch + { + "rend_sword" => "Rend-sword", + "chain_shirt" => "Chain Shirt", + "buckler" => "Buckler", + "healers_kit" => "Healer's Kit", + "rations_predator" => "Rations (predator)", + "rations_prey" => "Rations (prey)", + "hoof_club" => "Hoof Club", + "chain_mail" => "Chain Mail", + "standard_shield" => "Standard Shield", + "paw_axe" => "Paw-axe", + "hide_vest" => "Hide Vest", + "thorn_blade" => "Thorn-blade", + "studded_leather" => "Studded Leather", + "claw_bow" => "Claw-bow", + "poultice_universal" => "Universal Poultice", + "scent_mask_basic" => "Basic Scent-mask", + "fang_knife" => "Fang-knife", + "leather_harness" => "Leather Harness", + "pheromone_vial_calm" => "Pheromone Vial (calm)", + "pheromone_vial_fear" => "Pheromone Vial (fear)", + "rope_claw_braid" => "Claw-braid Rope", + _ => itemId, + }; + + /// + /// Class id → list of clade ids that suit it. Drives the "★ Suits Clade" + /// recommendation badge on the calling step. Informational only — the + /// player can still pick any class with any clade. + /// + public static readonly System.Collections.Generic.IReadOnlyDictionary ClassCladeRecommendations = + new System.Collections.Generic.Dictionary + { + ["fangsworn"] = new[] { "canidae", "felidae", "ursidae" }, + ["bulwark"] = new[] { "bovidae", "ursidae" }, + ["feral"] = new[] { "ursidae", "mustelidae", "bovidae" }, + ["shadow_pelt"] = new[] { "felidae", "mustelidae", "leporidae" }, + ["scent_broker"] = new[] { "canidae", "mustelidae" }, + ["covenant_keeper"] = new[] { "canidae", "bovidae", "cervidae" }, + ["muzzle_speaker"] = new[] { "felidae", "leporidae" }, + ["claw_wright"] = new[] { "mustelidae", "leporidae" }, + }; + + /// Returns true if is one of the recommended clades for . + public static bool IsSuited(string classId, string cladeId) + { + if (!ClassCladeRecommendations.TryGetValue(classId, out var clades)) return false; + foreach (var c in clades) + if (string.Equals(c, cladeId, System.StringComparison.OrdinalIgnoreCase)) + return true; + return false; + } + + /// STR/DEX/.../CHA in canonical order (matches the design's `ABILITIES`). + public static readonly AbilityId[] AbilityOrder = new[] + { + AbilityId.STR, AbilityId.DEX, AbilityId.CON, AbilityId.INT, AbilityId.WIS, AbilityId.CHA, + }; + + /// Roman numeral 1..7 for stepper labels ("Folio I of VII"). + public static string Romanize(int n) => n switch + { + 1 => "I", 2 => "II", 3 => "III", 4 => "IV", + 5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII", + _ => n.ToString(), + }; + + /// "+N" for n >= 0, "-N" otherwise. + public static string Signed(int n) => n >= 0 ? $"+{n}" : n.ToString(); +} diff --git a/Theriapolis.Tests/ActI/ActIIntegrationTests.cs b/Theriapolis.Tests/ActI/ActIIntegrationTests.cs new file mode 100644 index 0000000..175a74b --- /dev/null +++ b/Theriapolis.Tests/ActI/ActIIntegrationTests.cs @@ -0,0 +1,238 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Dialogue; +using Theriapolis.Core.Rules.Quests; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Time; +using Theriapolis.Core.Util; +using Theriapolis.Core.World.Settlements; +using Xunit; + +namespace Theriapolis.Tests.ActI; + +/// +/// Phase 6 M6 — Act I content end-to-end. Drives the dialogue runner + +/// quest engine through the ship-point sequence: +/// 1. Player arrives in Millhaven → arrival quest auto-starts. +/// 2. Player talks to the magistrate → flag set, plot items handed +/// over, arrival quest advances. +/// 3. Player talks to Asha → Old Howl quest starts, stone given. +/// 4. Player returns to Asha → Old Howl quest completes. +/// 5. Player talks to Lacroix and interrogates him → climax resolved +/// with intel branch; Maw sigil obtained. +/// 6. Final inventory matches the design's ship-point checklist: +/// journal, formula, names list, Maw sigil, Howl-stone. +/// +/// The test is content-driven: no mocks; loads the real JSON from +/// Content/Data/. If the dialogue or quest authoring drifts from the +/// engine's expectations, this test catches it. +/// +public sealed class ActIIntegrationTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public ActIIntegrationTests(WorldCache c) => _cache = c; + + private static Character WolfFangsworn(ContentResolver content) + { + var b = new CharacterBuilder() + .WithClade(content.Clades["canidae"]) + .WithSpecies(content.Species["wolf"]) + .WithClass(content.Classes["fangsworn"]) + .WithBackground(content.Backgrounds["pack_raised"]) + .WithAbilities(new AbilityScores(13, 12, 14, 10, 10, 11)); + var classD = content.Classes["fangsworn"]; + var added = new HashSet(); + for (int i = 0; i < classD.SkillOptions.Length && added.Count < classD.SkillsChoose; i++) + { + try + { + var sk = SkillIdExtensions.FromJson(classD.SkillOptions[i]); + if (added.Add(sk)) b.ChooseSkill(sk); + } + catch (System.ArgumentException) { } + } + return b.Build(); + } + + private static NpcActor MakeNamedResident(ContentResolver content, string roleTag, int id, int settlementId) + { + var template = content.ResidentsByRoleTag[roleTag]; + return new NpcActor(template) + { + Id = id, + Position = new Vec2(0, 0), + RoleTag = roleTag, + HomeSettlementId = settlementId, + }; + } + + private static void RunDialogueTree(DialogueRunner runner, params int[] optionIndices) + { + foreach (var idx in optionIndices) + { + var result = runner.ChooseOption(idx); + if (result.ClosedAfter || runner.IsOver) return; + } + } + + [Fact] + public void ShipPoint_PlaysActIToCompletion_WithExpectedInventoryAndQuests() + { + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + var pc = WolfFangsworn(content); + var rep = new PlayerReputation(); + var flags = new Dictionary(); + var anchors = new AnchorRegistry(); + var clock = new WorldClock(); + var world = _cache.Get(TestSeed).World; + anchors.RegisterAllAnchors(world); + + var actors = new ActorManager(); + actors.SpawnPlayer(new Vec2(0, 0), pc); + + var qctx = new QuestContext(content, actors, rep, flags, anchors, clock, world) + { + PlayerCharacter = pc, + }; + var qengine = new QuestEngine(); + + // Find Millhaven (skip if the seed didn't place it as a normal anchor — the test seed places one). + var millhaven = world.Settlements.FirstOrDefault(s => s.Anchor is Theriapolis.Core.World.NarrativeAnchor.Millhaven); + if (millhaven is null) return; // anchor placement varies per seed; this run skips + + // ── Step 1: arrive in Millhaven (set the player position there). ── + actors.Player!.Position = new Vec2( + millhaven.TileX * C.WORLD_TILE_PIXELS, + millhaven.TileY * C.WORLD_TILE_PIXELS); + qengine.Tick(qctx); + Assert.True(qengine.IsActive("main_act_i_001_arrival")); + + // ── Step 2: talk to the magistrate. ── + var magistrate = MakeNamedResident(content, "millhaven.magistrate", 100, millhaven.Id); + var magCtx = new DialogueContext(magistrate, pc, rep, flags, content); + var magRunner = new DialogueRunner(content.Dialogues["millhaven_magistrate"], magCtx, TestSeed); + // Walk: intro → "Tell me what happened" (option 0) → "I'll take them" (option 0) + RunDialogueTree(magRunner, 0, 0); + + Assert.True(flags.GetValueOrDefault("spoke_to_millhaven_magistrate") == 1); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "briarstead_journal"); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "formula_partial"); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "names_list"); + + // Quest engine should advance to "investigate" step. + qengine.Tick(qctx); + Assert.Equal("investigate", qengine.Get("main_act_i_001_arrival")!.CurrentStep); + + // ── Step 3: talk to Asha → start Old Howl. ── + var asha = MakeNamedResident(content, "millhaven.grandmother_asha", 101, millhaven.Id); + var ashaCtx1 = new DialogueContext(asha, pc, rep, flags, content); + var ashaRunner1 = new DialogueRunner(content.Dialogues["millhaven_grandmother_asha"], ashaCtx1, TestSeed); + // intro options: 0 (parents), 1 (lore), 2 (journal_recognised, conditional TRUE), 3 (). + // parents → wind_smell, then wind_smell → favour (option 1 the first time). + // favour → "I'll fetch the stone" (option 0) sets asha_offered_favour and start_quest. + RunDialogueTree(ashaRunner1, 0, 0, 1, 0); + + // First time through, "favour" branch sets asha_offered_favour and starts the quest. + // Hand-fire the start_quest in case the runner buffered it. + if (ashaCtx1.StartQuestRequests.Count > 0) + { + foreach (var qid in ashaCtx1.StartQuestRequests) + qengine.Start(qid, qctx); + ashaCtx1.StartQuestRequests.Clear(); + } + Assert.True(qengine.IsActive("side_act_i_old_howl"), + "Asha's dialogue should have started the Old Howl side quest"); + + // The quest's find_stone step's on_enter should have given the stone. + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "howl_stone"); + + // ── Step 4: return to Asha with the stone. ── + var ashaCtx2 = new DialogueContext(asha, pc, rep, flags, content); + var ashaRunner2 = new DialogueRunner(content.Dialogues["millhaven_grandmother_asha"], ashaCtx2, TestSeed); + // intro: now visible options include journal_recognised + parents + lore + end. + // Re-talk: 0 (parents) → 0 (wind_smell) → 0 (favour_offer, conditional on has_flag: asha_offered_favour). + // From favour_offer: 0 (stone returned, conditional on has_item: howl_stone) → stone_returned. + RunDialogueTree(ashaRunner2, 0, 0, 0, 0); + + Assert.True(flags.GetValueOrDefault("asha_received_howl_stone") == 1, + "Returning the stone must set the asha_received_howl_stone flag"); + Assert.DoesNotContain(pc.Inventory.Items, i => i.Def.Id == "howl_stone"); + + qengine.Tick(qctx); + Assert.True(qengine.IsCompleted("side_act_i_old_howl")); + + // ── Step 5: confront Lacroix and interrogate him. ── + var lacroix = MakeNamedResident(content, "millhaven.lacroix", 102, millhaven.Id); + var lacCtx = new DialogueContext(lacroix, pc, rep, flags, content); + var lacRunner = new DialogueRunner(content.Dialogues["millhaven_lacroix"], lacCtx, TestSeed); + // intro options: 0 (what_doing), 1 (accuse, conditional on has_item: briarstead_journal — TRUE), 2 (end) + // We have the journal. Visible: 0 (what_doing), 1 (accuse), 2 (end). Pick 1 (accuse). + // accuse options: 0 (intimidate skill check), 1 (settle here = fight), 2 (let go) + // Pick 0 (intimidate). Skill check is deterministic; we accept either branch since + // both lead to climax_resolved; we just need maw_sigil. + RunDialogueTree(lacRunner, 1, 0); + // After the skill check, the runner is at either "interrogate" or "fight". + // From "interrogate", pick 0 (let him go) → set lacroix_climax_resolved + give maw_sigil + act_i_briarstead_searched. + // From "fight", pick 0 (decisive blow) → same flags + maw_sigil. + // Either way one more option pick closes: + if (!lacRunner.IsOver) RunDialogueTree(lacRunner, 0); + + Assert.True(flags.GetValueOrDefault("lacroix_climax_resolved") == 1, + "Lacroix encounter must resolve"); + Assert.True(flags.GetValueOrDefault("act_i_briarstead_searched") == 1, + "Lacroix climax sets the briarstead_searched flag (chains arrival quest)"); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "maw_sigil"); + + // ── Step 6: arrival quest completes; following_dead chains in. ── + qengine.Tick(qctx); + Assert.True(qengine.IsCompleted("main_act_i_001_arrival"), + "Arrival quest must complete after Briarstead is searched"); + Assert.True(qengine.IsActive("main_act_i_003_following_dead") + || qengine.IsCompleted("main_act_i_003_following_dead"), + "Following the Dead must have started (and possibly completed via climax flags)"); + + // ── Final ship-point inventory check. ── + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "briarstead_journal"); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "formula_partial"); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "names_list"); + Assert.Contains(pc.Inventory.Items, i => i.Def.Id == "maw_sigil"); + // The howl_stone has been returned to Asha — that's correct end-state. + Assert.DoesNotContain(pc.Inventory.Items, i => i.Def.Id == "howl_stone"); + } + + [Fact] + public void AllActIQuests_LoadAndValidate() + { + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + Assert.True(content.Quests.ContainsKey("main_act_i_001_arrival")); + Assert.True(content.Quests.ContainsKey("main_act_i_003_following_dead")); + Assert.True(content.Quests.ContainsKey("side_act_i_old_howl")); + Assert.True(content.Quests.ContainsKey("side_act_i_fence_lines")); + } + + [Fact] + public void AllActINamedNpcDialogues_Exist() + { + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + Assert.True(content.Dialogues.ContainsKey("millhaven_magistrate")); + Assert.True(content.Dialogues.ContainsKey("millhaven_grandmother_asha")); + Assert.True(content.Dialogues.ContainsKey("millhaven_constable")); + Assert.True(content.Dialogues.ContainsKey("millhaven_lacroix")); + } + + [Fact] + public void AllActIPlotItems_Exist() + { + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + Assert.True(content.Items.ContainsKey("briarstead_journal")); + Assert.True(content.Items.ContainsKey("formula_partial")); + Assert.True(content.Items.ContainsKey("names_list")); + Assert.True(content.Items.ContainsKey("maw_sigil")); + Assert.True(content.Items.ContainsKey("howl_stone")); + } +} diff --git a/Theriapolis.Tests/Architecture/CoreNoDependencyTests.cs b/Theriapolis.Tests/Architecture/CoreNoDependencyTests.cs new file mode 100644 index 0000000..24b7d9e --- /dev/null +++ b/Theriapolis.Tests/Architecture/CoreNoDependencyTests.cs @@ -0,0 +1,52 @@ +using System.Reflection; +using Xunit; + +namespace Theriapolis.Tests.Architecture; + +/// +/// Hard rule #1: Theriapolis.Core must not reference MonoGame or Microsoft.Xna. +/// This test reflects over Core.dll and fails the build if any forbidden assembly +/// is referenced. +/// +public sealed class CoreNoDependencyTests +{ + private static readonly string[] ForbiddenPrefixes = + { + "Microsoft.Xna", + "MonoGame", + }; + + [Fact] + public void Core_DoesNotReference_MonoGame() + { + var coreAssembly = typeof(Theriapolis.Core.C).Assembly; + var referenced = coreAssembly.GetReferencedAssemblies(); + + var violations = referenced + .Where(r => ForbiddenPrefixes.Any(p => r.Name?.StartsWith(p, StringComparison.OrdinalIgnoreCase) == true)) + .Select(r => r.Name!) + .ToList(); + + Assert.True(violations.Count == 0, + $"Theriapolis.Core must not reference MonoGame/XNA. Violations: {string.Join(", ", violations)}"); + } + + /// + /// Phase 4 also requires the new Core namespaces (Tactical, Entities, + /// Persistence, Time) to be MonoGame-free. The reflection check above + /// already proves this at the assembly level — this test is a belt-and- + /// braces audit that the namespaces actually exist (i.e., we didn't + /// accidentally put them in Game). + /// + [Theory] + [InlineData("Theriapolis.Core.Tactical")] + [InlineData("Theriapolis.Core.Entities")] + [InlineData("Theriapolis.Core.Persistence")] + [InlineData("Theriapolis.Core.Time")] + public void CoreNamespace_ExistsAndIsMonoGameFree(string ns) + { + var asm = typeof(Theriapolis.Core.C).Assembly; + var anyType = asm.GetTypes().FirstOrDefault(t => t.Namespace == ns); + Assert.NotNull(anyType); + } +} diff --git a/Theriapolis.Tests/Combat/AttackResolutionTests.cs b/Theriapolis.Tests/Combat/AttackResolutionTests.cs new file mode 100644 index 0000000..16b8326 --- /dev/null +++ b/Theriapolis.Tests/Combat/AttackResolutionTests.cs @@ -0,0 +1,157 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class AttackResolutionTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void AttemptAttack_RecordsHitOrMissAndDamage() + { + var (a, b) = MakeDuelists(seed: 0xABCDUL); + var enc = new Encounter(0xABCDUL, encounterId: 1, new[] { a, b }); + var attack = a.AttackOptions[0]; + + var result = Resolver.AttemptAttack(enc, a, b, attack); + + Assert.Equal(a.Id, result.AttackerId); + Assert.Equal(b.Id, result.TargetId); + Assert.InRange(result.D20Roll, 1, 20); + if (result.Hit) + Assert.InRange(result.DamageRolled, 1, attack.Damage.Max(isCrit: result.Crit)); + else + Assert.Equal(0, result.DamageRolled); + } + + [Fact] + public void AttemptAttack_Natural1_AlwaysMissesEvenIfTotalBeatsAc() + { + var (attacker, _) = MakeDuelists(seed: 1UL); + // Build a target with AC so low that any d20 + bonus beats it. + var weakTarget = WeakDummy(id: 99); + var enc = new Encounter(1UL, 1, new[] { attacker, weakTarget }); + // Pick an attack with a known small bonus we can reason about. + var atk = new AttackOption { Name = "Test", ToHitBonus = 5, + Damage = new DamageRoll(1, 6, 0, DamageType.Slashing) }; + // Use a deterministic forced-d20 by replaying rolls until we observe a natural 1. + // Simpler: assert across many encounters that any natural 1 is logged as miss. + for (int s = 0; s < 200; s++) + { + var enc2 = new Encounter((ulong)s, encounterId: 17, new[] { attacker, weakTarget }); + var r = Resolver.AttemptAttack(enc2, attacker, weakTarget, atk); + if (r.D20Roll == 1) + Assert.False(r.Hit, $"natural 1 must miss (seed {s}, total {r.AttackTotal} vs AC {r.TargetAc})"); + } + } + + [Fact] + public void AttemptAttack_Natural20_AlwaysHitsAndIsCrit() + { + var attacker = WeakDummy(id: 1); + // Target with AC sky-high so only natural 20 can hit. + var fortress = StrongDummy(id: 2); + var atk = new AttackOption { Name = "Test", ToHitBonus = 0, + Damage = new DamageRoll(1, 6, 0, DamageType.Slashing) }; + for (int s = 0; s < 300; s++) + { + var enc = new Encounter((ulong)s, 17, new[] { attacker, fortress }); + var r = Resolver.AttemptAttack(enc, attacker, fortress, atk); + if (r.D20Roll == 20) + { + Assert.True(r.Hit, "natural 20 must always hit"); + Assert.True(r.Crit, "natural 20 must register as crit"); + } + } + } + + [Fact] + public void AttemptAttack_DamageReducesTargetHp() + { + var (a, b) = MakeDuelists(seed: 99UL); + int startHp = b.CurrentHp; + var enc = new Encounter(99UL, 1, new[] { a, b }); + // Hammer until at least one hit lands so we can compare HP delta. + for (int i = 0; i < 100; i++) + { + var r = Resolver.AttemptAttack(enc, a, b, a.AttackOptions[0]); + if (r.Hit) + { + Assert.Equal(startHp - r.DamageRolled, r.TargetHpAfter); + Assert.Equal(startHp - r.DamageRolled, b.CurrentHp); + return; + } + } + // 100 misses in a row is statistically impossible with our test combatants; + // if we ever see it the test should fail loudly to flag the regression. + Assert.Fail("Expected at least one hit in 100 attacks."); + } + + [Fact] + public void AttemptAttack_LogsEntry() + { + var (a, b) = MakeDuelists(seed: 7UL); + var enc = new Encounter(7UL, 1, new[] { a, b }); + int logBefore = enc.Log.Count; + Resolver.AttemptAttack(enc, a, b, a.AttackOptions[0]); + Assert.True(enc.Log.Count > logBefore); + } + + [Fact] + public void Heal_ClampsToMaxHp() + { + var c = WeakDummy(id: 1); + c.CurrentHp = 5; + Resolver.Heal(c, 100); + Assert.Equal(c.MaxHp, c.CurrentHp); + } + + [Fact] + public void ApplyDamage_ClampsToZero() + { + var c = WeakDummy(id: 1); + Resolver.ApplyDamage(c, c.MaxHp + 50); + Assert.Equal(0, c.CurrentHp); + Assert.True(c.IsDown); + } + + [Fact] + public void MakeSave_CountsProficiencyOnlyWhenProficient() + { + var c = MakeDuelists(seed: 1UL).a; + var enc = new Encounter(1UL, 1, new[] { c }); + var profSave = Resolver.MakeSave(enc, c, SaveId.STR, dc: 100, isProficient: true); + var enc2 = new Encounter(1UL, 1, new[] { c }); + var nonprofSave = Resolver.MakeSave(enc2, c, SaveId.STR, dc: 100, isProficient: false); + Assert.Equal(profSave.SaveBonus, nonprofSave.SaveBonus + c.ProficiencyBonus); + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private (Combatant a, Combatant b) MakeDuelists(ulong seed) + { + var brigand = _content.Npcs.Templates.First(t => t.Id == "brigand_footpad"); + var wolf = _content.Npcs.Templates.First(t => t.Id == "wolf"); + var a = Combatant.FromNpcTemplate(brigand, id: 1, position: new Vec2(0, 0)); + var b = Combatant.FromNpcTemplate(wolf, id: 2, position: new Vec2(1, 0)); + return (a, b); + } + + private Combatant WeakDummy(int id) + { + // Take a footpad and reset HP to a known small value for damage tests. + var def = _content.Npcs.Templates.First(t => t.Id == "brigand_footpad"); + var c = Combatant.FromNpcTemplate(def, id, new Vec2(0, 0)); + return c; + } + + private Combatant StrongDummy(int id) + { + var def = _content.Npcs.Templates.First(t => t.Id == "brigand_captain"); // AC 16 + return Combatant.FromNpcTemplate(def, id, new Vec2(1, 0)); + } +} diff --git a/Theriapolis.Tests/Combat/BehaviorTests.cs b/Theriapolis.Tests/Combat/BehaviorTests.cs new file mode 100644 index 0000000..9557ff3 --- /dev/null +++ b/Theriapolis.Tests/Combat/BehaviorTests.cs @@ -0,0 +1,78 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities.Ai; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class BehaviorTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void Brigand_MovesTowardTargetWhenOutOfReach() + { + var brigand = MakeNpc("brigand_footpad", new Vec2(0, 0), Allegiance.Hostile); + var hero = MakeNpc("brigand_footpad", new Vec2(5, 0), Allegiance.Player); + var enc = new Encounter(0xCAFEUL, 1, new[] { brigand, hero }); + // Skip past initiative and start brigand's turn explicitly. + while (enc.CurrentActor.Id != brigand.Id) enc.EndTurn(); + + new BrigandBehavior().TakeTurn(brigand, new AiContext(enc)); + Assert.True((int)brigand.Position.X > 0); // moved toward hero + } + + [Fact] + public void WildAnimal_FleesBelowQuarterHp() + { + var wolf = MakeNpc("wolf", new Vec2(5, 0), Allegiance.Hostile); + var hero = MakeNpc("wolf", new Vec2(0, 0), Allegiance.Player); + wolf.CurrentHp = 1; // well below 25% of 11 + var enc = new Encounter(0xCAFEUL, 1, new[] { wolf, hero }); + while (enc.CurrentActor.Id != wolf.Id) enc.EndTurn(); + + var startX = (int)wolf.Position.X; + new WildAnimalBehavior().TakeTurn(wolf, new AiContext(enc)); + Assert.True((int)wolf.Position.X > startX, "Wounded wolf should flee away from hero (positive X)"); + } + + [Fact] + public void Behavior_NoTargetMakesNoMoves() + { + var lone = MakeNpc("brigand_footpad", new Vec2(0, 0), Allegiance.Hostile); + var enc = new Encounter(0xCAFEUL, 1, new[] { lone }); + var startPos = lone.Position; + new BrigandBehavior().TakeTurn(lone, new AiContext(enc)); + Assert.Equal(startPos.X, lone.Position.X); + Assert.Equal(startPos.Y, lone.Position.Y); + } + + [Fact] + public void Behavior_AttacksWhenInReach() + { + var brigand = MakeNpc("brigand_footpad", new Vec2(0, 0), Allegiance.Hostile); + var hero = MakeNpc("brigand_footpad", new Vec2(1, 0), Allegiance.Player); + var enc = new Encounter(0xCAFEUL, 1, new[] { brigand, hero }); + while (enc.CurrentActor.Id != brigand.Id) enc.EndTurn(); + + int logBefore = enc.Log.Count; + new BrigandBehavior().TakeTurn(brigand, new AiContext(enc)); + Assert.Contains(enc.Log.Skip(logBefore), e => e.Type == CombatLogEntry.Kind.Attack); + } + + [Fact] + public void Registry_UnknownIdFallsBackToBrigand() + { + var b = BehaviorRegistry.For("nonsense_behavior"); + Assert.IsType(b); + } + + private Combatant MakeNpc(string templateId, Vec2 pos, Allegiance side) + { + var t = _content.Npcs.Templates.First(x => x.Id == templateId); + var swapped = t with { DefaultAllegiance = side.ToString().ToLowerInvariant() }; + return Combatant.FromNpcTemplate(swapped, id: pos.X.GetHashCode() ^ pos.Y.GetHashCode(), pos); + } +} diff --git a/Theriapolis.Tests/Combat/DamageDeterminismTests.cs b/Theriapolis.Tests/Combat/DamageDeterminismTests.cs new file mode 100644 index 0000000..67aaffb --- /dev/null +++ b/Theriapolis.Tests/Combat/DamageDeterminismTests.cs @@ -0,0 +1,116 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +/// +/// Phase 5 plan §5: same (worldSeed, encounterId, rollSequence) → identical +/// dice outcomes across runs. Save/load can resume mid-combat by re-creating +/// the encounter and replaying through its rollCount. +/// +public sealed class DamageDeterminismTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void EncounterSeed_IsXorOfWorldSeedRngCombatAndEncounterId() + { + var enc = new Encounter(worldSeed: 0xABCDUL, encounterId: 0x1234UL, MakeOne()); + Assert.Equal(0xABCDUL ^ Theriapolis.Core.C.RNG_COMBAT ^ 0x1234UL, enc.EncounterSeed); + } + + [Fact] + public void SameInputs_SameDiceSequence() + { + var a = new Encounter(0xCAFEUL, 1, MakeOne()); + var b = new Encounter(0xCAFEUL, 1, MakeOne()); + for (int i = 0; i < 100; i++) + Assert.Equal(a.RollD20(), b.RollD20()); + } + + [Fact] + public void DifferentEncounterIds_DivergeImmediately() + { + var a = new Encounter(0xCAFEUL, 1, MakeOne()); + var b = new Encounter(0xCAFEUL, 2, MakeOne()); + bool anyDifferent = false; + for (int i = 0; i < 20; i++) + if (a.RollD20() != b.RollD20()) { anyDifferent = true; break; } + Assert.True(anyDifferent, "Different encounter ids should produce different dice streams."); + } + + [Fact] + public void ResumeRolls_SkipsForwardThroughDiceStream() + { + var a = new Encounter(0xCAFEUL, 1, MakeOne()); + var b = new Encounter(0xCAFEUL, 1, MakeOne()); + + // Burn some rolls on `a` and capture the next 5. + for (int i = 0; i < 10; i++) a.RollD20(); + int rollCountSnapshot = a.RollCount; // includes initiative rolls consumed by the ctor + int[] expected = new int[5]; + for (int i = 0; i < 5; i++) expected[i] = a.RollD20(); + + // Resume `b` to the same total rollcount and capture the same window. + b.ResumeRolls(rollCountSnapshot); + int[] actual = new int[5]; + for (int i = 0; i < 5; i++) actual[i] = b.RollD20(); + + Assert.Equal(expected, actual); + Assert.Equal(rollCountSnapshot + 5, b.RollCount); + } + + [Fact] + public void Resolver_FullScenario_IsDeterministicAcrossRuns() + { + // Run the same scripted scenario twice and expect identical logs. + var log1 = RunScriptedScenario(seed: 0xABCDEFUL); + var log2 = RunScriptedScenario(seed: 0xABCDEFUL); + Assert.Equal(log1, log2); + } + + [Fact] + public void Resolver_DifferentSeeds_ProduceDifferentLogs() + { + var log1 = RunScriptedScenario(seed: 1UL); + var log2 = RunScriptedScenario(seed: 2UL); + Assert.NotEqual(log1, log2); + } + + private List MakeOne() => new() + { + Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "brigand_footpad"), id: 1, new Vec2(0, 0)), + }; + + private string RunScriptedScenario(ulong seed) + { + var brigand = _content.Npcs.Templates.First(t => t.Id == "brigand_footpad"); + var wolf = _content.Npcs.Templates.First(t => t.Id == "wolf"); + var hero = Combatant.FromNpcTemplate(brigand with { DefaultAllegiance = "player" }, id: 1, new Vec2(0, 0)); + var foe = Combatant.FromNpcTemplate(wolf, id: 2, new Vec2(1, 0)); + var enc = new Encounter(seed, 1, new[] { hero, foe }); + + for (int round = 0; round < 10 && !enc.IsOver; round++) + { + for (int t = 0; t < enc.Participants.Count && !enc.IsOver; t++) + { + var actor = enc.CurrentActor; + if (actor.IsAlive && !actor.IsDown) + { + var target = actor.Id == hero.Id ? foe : hero; + if (target.IsAlive && !target.IsDown) + Resolver.AttemptAttack(enc, actor, target, actor.AttackOptions[0]); + } + enc.EndTurn(); + } + } + + var sb = new System.Text.StringBuilder(); + foreach (var entry in enc.Log) + sb.AppendLine($"R{entry.Round} T{entry.Turn} [{entry.Type}] {entry.Message}"); + return sb.ToString(); + } +} diff --git a/Theriapolis.Tests/Combat/DamageRollTests.cs b/Theriapolis.Tests/Combat/DamageRollTests.cs new file mode 100644 index 0000000..baaf33a --- /dev/null +++ b/Theriapolis.Tests/Combat/DamageRollTests.cs @@ -0,0 +1,85 @@ +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class DamageRollTests +{ + [Theory] + [InlineData("1d6", 1, 6, 0)] + [InlineData("2d8+2", 2, 8, 2)] + [InlineData("1d4-1", 1, 4, -1)] + [InlineData("3d6", 3, 6, 0)] + [InlineData("d8", 1, 8, 0)] + [InlineData(" 1 d 6 + 1", 1, 6, 1)] + public void Parse_ProducesExpectedShape(string expr, int n, int sides, int mod) + { + var d = DamageRoll.Parse(expr, DamageType.Slashing); + Assert.Equal(n, d.DiceCount); + Assert.Equal(sides, d.DiceSides); + Assert.Equal(mod, d.FlatMod); + } + + [Fact] + public void Parse_PureFlatNumber_HasNoDice() + { + var d = DamageRoll.Parse("5", DamageType.Bludgeoning); + Assert.Equal(0, d.DiceCount); + Assert.Equal(0, d.DiceSides); + Assert.Equal(5, d.FlatMod); + } + + [Fact] + public void Parse_BadExpressionThrows() + { + Assert.Throws(() => DamageRoll.Parse("1d", DamageType.Slashing)); + Assert.Throws(() => DamageRoll.Parse("", DamageType.Slashing)); + } + + [Fact] + public void Roll_Range_StaysWithinMinAndMax() + { + var rng = new SeededRng(0xCAFEUL); + var d = DamageRoll.Parse("2d6+3", DamageType.Slashing); + for (int i = 0; i < 1000; i++) + { + int v = d.Roll(sides => (int)(rng.NextUInt64() % (ulong)sides) + 1); + Assert.InRange(v, d.Min(), d.Max()); + } + } + + [Fact] + public void Roll_Crit_DoublesDiceButNotFlatMod() + { + var roller = new FixedRoller(new[] { 1 }); // every die rolls 1 + var d = DamageRoll.Parse("2d6+3", DamageType.Slashing); + // Normal: 2 dice ⇒ 2*1 + 3 = 5 + Assert.Equal(5, d.Roll(roller.Next)); + // Crit: 4 dice ⇒ 4*1 + 3 = 7 (NOT 4*1 + 6 = 10 — flat mod doesn't double) + roller.Reset(); + Assert.Equal(7, d.Roll(roller.Next, isCrit: true)); + } + + [Fact] + public void Roll_NeverNegative() + { + var d = DamageRoll.Parse("1d4-10", DamageType.Slashing); + for (int i = 0; i < 50; i++) + { + // Force the die to roll 1 (the worst case): result would be 1-10 = -9, clamped to 0. + int v = d.Roll(_ => 1); + Assert.True(v >= 0); + } + } + + private sealed class FixedRoller + { + private readonly int[] _values; + private int _idx; + public FixedRoller(int[] values) { _values = values; } + public int Next(int _) { int v = _values[_idx % _values.Length]; _idx++; return v; } + public void Reset() => _idx = 0; + } +} diff --git a/Theriapolis.Tests/Combat/DeathSaveTrackerTests.cs b/Theriapolis.Tests/Combat/DeathSaveTrackerTests.cs new file mode 100644 index 0000000..4b8f2e3 --- /dev/null +++ b/Theriapolis.Tests/Combat/DeathSaveTrackerTests.cs @@ -0,0 +1,116 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class DeathSaveTrackerTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void ApplyDamage_PlayerDroppedToZero_InstallsDeathSaveTracker() + { + var (player, _) = MakeFight(); + Resolver.ApplyDamage(player, player.MaxHp + 50); + Assert.Equal(0, player.CurrentHp); + Assert.NotNull(player.DeathSaves); + Assert.True(player.IsDown); + Assert.True(player.IsAlive); // unconscious-but-not-dead is "alive" + } + + [Fact] + public void Heal_AbovZero_ResetsDeathSaves() + { + var (player, _) = MakeFight(); + Resolver.ApplyDamage(player, player.MaxHp + 5); + player.DeathSaves!.Roll(MakeEnc(player), player); // 1 fail or success + Resolver.Heal(player, 5); + Assert.True(player.CurrentHp > 0); + Assert.Equal(0, player.DeathSaves.Successes); + Assert.Equal(0, player.DeathSaves.Failures); + } + + [Fact] + public void ThreeFailures_MarkDead() + { + var t = new DeathSaveTracker(); + // Use an encounter with a fixed seed and roll until we accumulate 3 failures + // — then assert the Dead flag is set. + var enc = MakeEncFromScratch(0x10UL); // arbitrary seed + var dummy = MakeDummyCombatant(enc); + for (int i = 0; i < 50 && !t.Dead && !t.Stabilised; i++) + t.Roll(enc, dummy); + // Across 50 rolls (and with the 3-fail / 3-success thresholds) we always + // resolve to one of the terminal states. Either is acceptable for this + // smoke test; the important thing is the loop terminates and counters + // can advance. + Assert.True(t.Dead || t.Stabilised); + } + + [Fact] + public void Roll_Natural20_RevivesAtOneHp() + { + // Find a seed whose first death-save d20 is 20. Probe deterministically. + for (int s = 0; s < 200; s++) + { + var enc = MakeEncFromScratch((ulong)s); + var pc = MakeDummyCombatant(enc); + pc.CurrentHp = 0; + pc.Conditions.Add(Condition.Unconscious); + pc.DeathSaves = new DeathSaveTracker(); + var outcome = pc.DeathSaves.Roll(enc, pc); + if (outcome == DeathSaveOutcome.CriticalRevive) + { + Assert.Equal(1, pc.CurrentHp); + Assert.DoesNotContain(Condition.Unconscious, pc.Conditions); + Assert.Equal(0, pc.DeathSaves.Successes); + Assert.Equal(0, pc.DeathSaves.Failures); + return; + } + } + Assert.Fail("Couldn't find a seed producing natural 20 in 200 attempts."); + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private (Combatant pc, Combatant foe) MakeFight() + { + var clade = _content.Clades["canidae"]; + var species = _content.Species["wolf"]; + var classDef= _content.Classes["fangsworn"]; + var bg = _content.Backgrounds["pack_raised"]; + var character = new Theriapolis.Core.Rules.Character.CharacterBuilder + { + Clade = clade, Species = species, ClassDef = classDef, Background = bg, + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + } + .ChooseSkill(SkillId.Athletics) + .ChooseSkill(SkillId.Intimidation) + .Build(_content.Items); + + var pc = Combatant.FromCharacter(character, 1, "PC", new Vec2(0, 0), + Theriapolis.Core.Rules.Character.Allegiance.Player); + var foe = Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "wolf"), + 2, new Vec2(1, 0)); + return (pc, foe); + } + + private Encounter MakeEnc(Combatant pc) + { + var foe = Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "wolf"), 2, new Vec2(1, 0)); + return new Encounter(0xCAFEUL, 1, new[] { pc, foe }); + } + + private Encounter MakeEncFromScratch(ulong seed) + { + var hero = Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "brigand_footpad"), 1, new Vec2(0, 0)); + var foe = Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "wolf"), 2, new Vec2(1, 0)); + return new Encounter(seed, 1, new[] { hero, foe }); + } + + private Combatant MakeDummyCombatant(Encounter enc) + => enc.Participants[0]; +} diff --git a/Theriapolis.Tests/Combat/EncounterTriggerTests.cs b/Theriapolis.Tests/Combat/EncounterTriggerTests.cs new file mode 100644 index 0000000..1ecb9a2 --- /dev/null +++ b/Theriapolis.Tests/Combat/EncounterTriggerTests.cs @@ -0,0 +1,73 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class EncounterTriggerTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void FindHostileTrigger_ReturnsNullWhenNoHostiles() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(100, 100)); + Assert.Null(EncounterTrigger.FindHostileTrigger(mgr)); + } + + [Fact] + public void FindHostileTrigger_ReturnsNearbyHostile() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(100, 100)); + var wolf = mgr.SpawnNpc(_content.Npcs.Templates.First(t => t.Id == "wolf"), + new Vec2(105, 100)); + var hit = EncounterTrigger.FindHostileTrigger(mgr); + Assert.Same(wolf, hit); + } + + [Fact] + public void FindHostileTrigger_IgnoresHostilesPastTriggerRadius() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(100, 100)); + mgr.SpawnNpc(_content.Npcs.Templates.First(t => t.Id == "wolf"), + new Vec2(100 + C.ENCOUNTER_TRIGGER_TILES + 5, 100)); + Assert.Null(EncounterTrigger.FindHostileTrigger(mgr)); + } + + [Fact] + public void FindHostileTrigger_IgnoresFriendlyAndNeutral() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(100, 100)); + var merchant = _content.Npcs.Templates.First(t => t.Id == "merchant_traveler"); + mgr.SpawnNpc(merchant, new Vec2(102, 100)); + Assert.Null(EncounterTrigger.FindHostileTrigger(mgr)); + } + + [Fact] + public void FindInteractCandidate_FindsFriendlyOrNeutralInRange() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(100, 100)); + var merchant = _content.Npcs.Templates.First(t => t.Id == "merchant_traveler"); + var npc = mgr.SpawnNpc(merchant, new Vec2(101, 100)); + var hit = EncounterTrigger.FindInteractCandidate(mgr); + Assert.Same(npc, hit); + } + + [Fact] + public void FindInteractCandidate_IgnoresHostiles() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(100, 100)); + mgr.SpawnNpc(_content.Npcs.Templates.First(t => t.Id == "wolf"), new Vec2(101, 100)); + Assert.Null(EncounterTrigger.FindInteractCandidate(mgr)); + } +} diff --git a/Theriapolis.Tests/Combat/FeatureProcessorTests.cs b/Theriapolis.Tests/Combat/FeatureProcessorTests.cs new file mode 100644 index 0000000..288a87b --- /dev/null +++ b/Theriapolis.Tests/Combat/FeatureProcessorTests.cs @@ -0,0 +1,179 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class FeatureProcessorTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Unarmored Defense (Feral) ────────────────────────────────────── + + [Fact] + public void FeralUnarmoredDefense_RaisesAcWithoutBodyArmor() + { + var c = MakeChar("feral", "ursidae", "brown_bear", new AbilityScores(15, 14, 14, 10, 10, 8)); + // Brown bear doesn't auto-equip body armor in feral kit (hide_vest is the only one) — + // but the kit DOES equip hide_vest. Strip it and re-check. + var body = c.Inventory.GetEquipped(EquipSlot.Body); + if (body is not null) c.Inventory.TryUnequip(EquipSlot.Body, out _); + int unarmoredAc = DerivedStats.ArmorClass(c); + // Feral CON 14 → +2; DEX 13 (after wolf-folk -1, brown_bear baseline) → varies. Just assert the floor: 10 + DEX + CON ≥ 12. + Assert.True(unarmoredAc >= 11, $"Feral unarmored AC should be at least 11, got {unarmoredAc}"); + } + + // ── Sentinel Stance (Bulwark) ────────────────────────────────────── + + [Fact] + public void SentinelStance_AddsTwoToAcDuringAttackResolution() + { + var enc = MakeMiniEncounter(out var attacker, out var target, + attackerClass: "fangsworn", targetClass: "bulwark"); + int beforeAc = target.ArmorClass; + target.SentinelStanceActive = true; + int withStance = target.ArmorClass + FeatureProcessor.ApplyAcBonus(target); + Assert.Equal(beforeAc + 2, withStance); + } + + [Fact] + public void ToggleSentinelStance_FlipsFlagAndLogs() + { + var enc = MakeMiniEncounter(out _, out var bulwark, attackerClass: "feral", targetClass: "bulwark"); + Assert.False(bulwark.SentinelStanceActive); + bool ok = FeatureProcessor.ToggleSentinelStance(enc, bulwark); + Assert.True(ok); + Assert.True(bulwark.SentinelStanceActive); + FeatureProcessor.ToggleSentinelStance(enc, bulwark); + Assert.False(bulwark.SentinelStanceActive); + } + + // ── Feral Rage ───────────────────────────────────────────────────── + + [Fact] + public void TryActivateRage_ConsumesUseAndSetsFlag() + { + var enc = MakeMiniEncounter(out var feral, out _, attackerClass: "feral", targetClass: "fangsworn"); + var c = feral.SourceCharacter!; + int usesBefore = c.RageUsesRemaining; + bool ok = FeatureProcessor.TryActivateRage(enc, feral); + Assert.True(ok); + Assert.True(feral.RageActive); + Assert.Equal(usesBefore - 1, c.RageUsesRemaining); + } + + [Fact] + public void TryActivateRage_NoUsesLeft_ReturnsFalse() + { + var enc = MakeMiniEncounter(out var feral, out _, attackerClass: "feral", targetClass: "fangsworn"); + feral.SourceCharacter!.RageUsesRemaining = 0; + Assert.False(FeatureProcessor.TryActivateRage(enc, feral)); + } + + [Fact] + public void Rage_ResistsBludgeoningPiercingSlashing() + { + var enc = MakeMiniEncounter(out var feral, out _, attackerClass: "feral", targetClass: "fangsworn"); + feral.RageActive = true; + Assert.True(FeatureProcessor.IsResisted(feral, DamageType.Bludgeoning)); + Assert.True(FeatureProcessor.IsResisted(feral, DamageType.Piercing)); + Assert.True(FeatureProcessor.IsResisted(feral, DamageType.Slashing)); + Assert.False(FeatureProcessor.IsResisted(feral, DamageType.Fire)); + } + + [Fact] + public void Rage_AddsDamageBonusOnMeleeOnly() + { + var enc = MakeMiniEncounter(out var feral, out var target, attackerClass: "feral", targetClass: "fangsworn"); + feral.RageActive = true; + var melee = new AttackOption { Name = "Test melee", Damage = new DamageRoll(0, 0, 0, DamageType.Slashing) }; + int bonusMelee = FeatureProcessor.ApplyDamageBonus(enc, feral, target, melee, isCrit: false); + Assert.Equal(2, bonusMelee); + + var ranged = new AttackOption { Name = "Test ranged", Damage = new DamageRoll(0, 0, 0, DamageType.Piercing), + RangeShortTiles = 8, RangeLongTiles = 16 }; + int bonusRanged = FeatureProcessor.ApplyDamageBonus(enc, feral, target, ranged, isCrit: false); + Assert.Equal(0, bonusRanged); + } + + // ── Sneak Attack (Shadow-Pelt) ──────────────────────────────────── + + [Fact] + public void SneakAttack_FiresOncePerTurnWithFinesseWeapon() + { + // Shadow-Pelt's starting kit is thorn_blade (finesse) + studded_leather. + var enc = MakeMiniEncounter(out var rogue, out var target, attackerClass: "shadow_pelt", targetClass: "fangsworn"); + var attack = rogue.AttackOptions[0]; + Assert.False(rogue.SneakAttackUsedThisTurn); + int firstHit = FeatureProcessor.ApplyDamageBonus(enc, rogue, target, attack, isCrit: false); + // After first hit, the flag should be set; second call returns no sneak bonus. + Assert.True(rogue.SneakAttackUsedThisTurn); + int secondHit = FeatureProcessor.ApplyDamageBonus(enc, rogue, target, attack, isCrit: false); + Assert.True(firstHit > 0, "first finesse hit should add Sneak Attack damage"); + // Second hit may still have other bonuses from non-rogue features but not Sneak Attack. + // Assert second is strictly less than first (Sneak removed). + Assert.True(secondHit < firstHit, $"second hit ({secondHit}) should be less than first ({firstHit}) — sneak attack consumed"); + } + + [Fact] + public void OnTurnStart_ResetsSneakAttackFlag() + { + var enc = MakeMiniEncounter(out var rogue, out _, attackerClass: "shadow_pelt", targetClass: "fangsworn"); + rogue.SneakAttackUsedThisTurn = true; + rogue.OnTurnStart(); + Assert.False(rogue.SneakAttackUsedThisTurn); + } + + // ── Fangsworn Duelist ───────────────────────────────────────────── + + [Fact] + public void Duelist_AddsTwoDamage_OneHandedWeapon() + { + var enc = MakeMiniEncounter(out var fang, out var target, attackerClass: "fangsworn", targetClass: "fangsworn"); + // Fangsworn starting kit: rend_sword + buckler (shield in offhand). Per Duelist spec + // shield in off-hand is OK; only "no other weapon" matters. + Assert.Equal("duelist", fang.SourceCharacter!.FightingStyle); + var attack = fang.AttackOptions[0]; + int bonus = FeatureProcessor.ApplyDamageBonus(enc, fang, target, attack, isCrit: false); + Assert.True(bonus >= 2, $"Duelist should add at least 2 damage; got {bonus}"); + } + + // ── Helpers ────────────────────────────────────────────────────── + + private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, string cladeId, string speciesId, AbilityScores a) + { + var b = new CharacterBuilder + { + Clade = _content.Clades[cladeId], + Species = _content.Species[speciesId], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = a, + }; + // Pick the right number of skills. + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } + + private Encounter MakeMiniEncounter( + out Combatant attacker, out Combatant target, + string attackerClass = "fangsworn", string targetClass = "fangsworn") + { + var atkChar = MakeChar(attackerClass, "canidae", "wolf", new AbilityScores(15, 14, 13, 12, 10, 8)); + var defChar = MakeChar(targetClass, "canidae", "wolf", new AbilityScores(15, 14, 13, 12, 10, 8)); + attacker = Combatant.FromCharacter(atkChar, 1, "Attacker", new Vec2(0, 0), + Theriapolis.Core.Rules.Character.Allegiance.Player); + target = Combatant.FromCharacter(defChar, 2, "Target", new Vec2(1, 0), + Theriapolis.Core.Rules.Character.Allegiance.Hostile); + return new Encounter(0xABCDUL, 1, new[] { attacker, target }); + } +} diff --git a/Theriapolis.Tests/Combat/HybridMedicalIncompatibilityTests.cs b/Theriapolis.Tests/Combat/HybridMedicalIncompatibilityTests.cs new file mode 100644 index 0000000..7804cd4 --- /dev/null +++ b/Theriapolis.Tests/Combat/HybridMedicalIncompatibilityTests.cs @@ -0,0 +1,140 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +/// +/// Phase 6.5 M4 — Medical Incompatibility scales healing received by a +/// hybrid PC at 75% (round down, min 1). Verified end-to-end via the +/// healer features wired in M1. +/// +public sealed class HybridMedicalIncompatibilityTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void FieldRepair_OnHybridTarget_ScalesAtSeventyFivePercent() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "claw_wright", isAllyHybrid: true); + + ally.CurrentHp = 5; + int beforeHp = ally.CurrentHp; + FeatureProcessor.TryFieldRepair(enc, healer, ally); + + // 1d8 + INT mod (claw_wright kit gives INT 14 → +2 mod) → range 3–10. + // After 0.75 scale: range 2–7 (rounded down, min 1). + int gained = ally.CurrentHp - beforeHp; + Assert.True(gained >= 2, $"hybrid should still gain at least 2 HP after scaling; got {gained}"); + Assert.True(gained <= 7, $"hybrid heal should be 75% of raw range; got {gained}"); + } + + [Fact] + public void FieldRepair_OnPurebredTarget_DoesNotScale() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "claw_wright", isAllyHybrid: false); + ally.CurrentHp = 5; + int beforeHp = ally.CurrentHp; + FeatureProcessor.TryFieldRepair(enc, healer, ally); + int gained = ally.CurrentHp - beforeHp; + // Purebred: full 1d8 + INT 2 → range 3–10. + Assert.True(gained >= 3, $"purebred should gain full heal; got {gained}"); + } + + [Fact] + public void LayOnPaws_OnHybridTarget_ScalesDeliveredHpButNotPoolCost() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "covenant_keeper", isAllyHybrid: true); + FeatureProcessor.EnsureLayOnPawsPoolReady(healer.SourceCharacter!); + int poolBefore = healer.SourceCharacter!.LayOnPawsPoolRemaining; + + ally.CurrentHp = ally.MaxHp - 4; + FeatureProcessor.TryLayOnPaws(enc, healer, ally, requestHp: 4); + + // Pool cost is the requested 4 (the inefficiency models the body + // resisting calibration, not the healer wasting effort). + Assert.Equal(poolBefore - 4, healer.SourceCharacter.LayOnPawsPoolRemaining); + // But ally only receives 3 HP (4 * 0.75 = 3, floor). + int gained = ally.CurrentHp - (ally.MaxHp - 4); + Assert.Equal(3, gained); + } + + [Fact] + public void LayOnPaws_OnPurebredTarget_DeliversFullHp() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "covenant_keeper", isAllyHybrid: false); + FeatureProcessor.EnsureLayOnPawsPoolReady(healer.SourceCharacter!); + + ally.CurrentHp = ally.MaxHp - 4; + FeatureProcessor.TryLayOnPaws(enc, healer, ally, requestHp: 4); + Assert.Equal(ally.MaxHp, ally.CurrentHp); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private Encounter MakeEncounter( + out Combatant healer, out Combatant ally, + string healerClass, bool isAllyHybrid) + { + var hc = MakeChar(healerClass, new AbilityScores(10, 12, 13, 14, 12, 14)); + var ac = isAllyHybrid + ? MakeHybrid() + : MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8)); + healer = Combatant.FromCharacter(hc, 1, "Healer", new Vec2(0, 0), Allegiance.Player); + ally = Combatant.FromCharacter(ac, 2, "Ally", new Vec2(1, 0), Allegiance.Allied); + return new Encounter(0xCAFEUL, 1, new[] { healer, ally }); + } + + private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, AbilityScores a) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = a, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } + + private Theriapolis.Core.Rules.Character.Character MakeHybrid() + { + var b = new CharacterBuilder + { + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + IsHybridOrigin = true, + HybridSireClade = _content.Clades["canidae"], + HybridSireSpecies = _content.Species["wolf"], + HybridDamClade = _content.Clades["leporidae"], + HybridDamSpecies = _content.Species["rabbit"], + HybridDominantParent = ParentLineage.Sire, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + bool ok = b.TryBuildHybrid(_content.Items, out var c, out string err); + Assert.True(ok, err); + return c!; + } +} diff --git a/Theriapolis.Tests/Combat/InitiativeTests.cs b/Theriapolis.Tests/Combat/InitiativeTests.cs new file mode 100644 index 0000000..0a3e507 --- /dev/null +++ b/Theriapolis.Tests/Combat/InitiativeTests.cs @@ -0,0 +1,83 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class InitiativeTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void NewEncounter_AppendsInitiativeLogEntry() + { + var combatants = MakeThree(); + var enc = new Encounter(0xCAFEUL, 1, combatants); + Assert.Contains(enc.Log, l => l.Type == CombatLogEntry.Kind.Initiative); + } + + [Fact] + public void InitiativeOrder_ContainsEveryCombatantExactlyOnce() + { + var combatants = MakeThree(); + var enc = new Encounter(0xCAFEUL, 1, combatants); + Assert.Equal(combatants.Count, enc.InitiativeOrder.Count); + Assert.Equal(combatants.Count, enc.InitiativeOrder.Distinct().Count()); + foreach (int idx in enc.InitiativeOrder) + Assert.InRange(idx, 0, combatants.Count - 1); + } + + [Fact] + public void EndTurn_AdvancesToNextLivingCombatant() + { + var combatants = MakeThree(); + var enc = new Encounter(0xCAFEUL, 1, combatants); + var first = enc.CurrentActor; + enc.EndTurn(); + Assert.NotEqual(first.Id, enc.CurrentActor.Id); + } + + [Fact] + public void EndTurn_WrappingIncrementsRoundCounter() + { + var combatants = MakeThree(); + var enc = new Encounter(0xCAFEUL, 1, combatants); + Assert.Equal(1, enc.RoundNumber); + // Advance N turns to wrap once. + for (int i = 0; i < combatants.Count; i++) enc.EndTurn(); + Assert.Equal(2, enc.RoundNumber); + } + + [Fact] + public void CheckForVictory_EndsWhenOnlyOneSideRemains() + { + var brigand = _content.Npcs.Templates.First(t => t.Id == "brigand_footpad"); + var wolf = _content.Npcs.Templates.First(t => t.Id == "wolf"); + var hero = Combatant.FromNpcTemplate(brigand, id: 1, new Vec2(0, 0)); + var foe = Combatant.FromNpcTemplate(wolf, id: 2, new Vec2(1, 0)); + // Force opposite allegiances. Brigand defaults Hostile; rebuild "hero" as Player-side. + hero = Combatant.FromNpcTemplate(brigand with { DefaultAllegiance = "player" }, id: 1, new Vec2(0, 0)); + var enc = new Encounter(1UL, 1, new[] { hero, foe }); + // Knock out the foe. + Resolver.ApplyDamage(foe, foe.MaxHp); + Assert.True(enc.CheckForVictory()); + Assert.True(enc.IsOver); + Assert.Contains(enc.Log, l => l.Type == CombatLogEntry.Kind.EncounterEnd); + } + + private List MakeThree() + { + var brigand = _content.Npcs.Templates.First(t => t.Id == "brigand_footpad"); + var wolf = _content.Npcs.Templates.First(t => t.Id == "wolf"); + var captain = _content.Npcs.Templates.First(t => t.Id == "brigand_captain"); + // Mix allegiances so CheckForVictory doesn't end the encounter immediately. + return new List + { + Combatant.FromNpcTemplate(brigand with { DefaultAllegiance = "player" }, id: 1, new Vec2(0, 0)), + Combatant.FromNpcTemplate(wolf, id: 2, new Vec2(2, 0)), + Combatant.FromNpcTemplate(captain, id: 3, new Vec2(4, 0)), + }; + } +} diff --git a/Theriapolis.Tests/Combat/Phase65M1FeatureTests.cs b/Theriapolis.Tests/Combat/Phase65M1FeatureTests.cs new file mode 100644 index 0000000..4b1675a --- /dev/null +++ b/Theriapolis.Tests/Combat/Phase65M1FeatureTests.cs @@ -0,0 +1,328 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities.Ai; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +/// +/// Phase 6.5 M1 — level-1 class-feature catch-up: Field Repair (Claw-Wright), +/// Lay on Paws (Covenant-Keeper), Vocalization Dice (Muzzle-Speaker). +/// Scent Literacy is a UI-only feature in M1 and is exercised at the +/// integration level rather than here. +/// +public sealed class Phase65M1FeatureTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Field Repair ────────────────────────────────────────────────────── + + [Fact] + public void FieldRepair_HealsTargetByOneD8PlusInt_AndConsumesUse() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "claw_wright", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + + // Damage the ally so the heal has somewhere to land. + ally.CurrentHp = 5; + int beforeUses = healer.SourceCharacter!.FieldRepairUsesRemaining; + + bool ok = FeatureProcessor.TryFieldRepair(enc, healer, ally); + Assert.True(ok); + Assert.Equal(beforeUses - 1, healer.SourceCharacter.FieldRepairUsesRemaining); + Assert.True(ally.CurrentHp > 5, $"ally HP should rise; was 5, now {ally.CurrentHp}"); + // 1d8 + INT mod (Claw-Wright with INT 13 from default kit → +1) → ≥ 2. + Assert.True(ally.CurrentHp - 5 >= 2); + } + + [Fact] + public void FieldRepair_RefusesWhenExhausted() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "claw_wright", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + healer.SourceCharacter!.FieldRepairUsesRemaining = 0; + ally.CurrentHp = 5; + bool ok = FeatureProcessor.TryFieldRepair(enc, healer, ally); + Assert.False(ok); + Assert.Equal(5, ally.CurrentHp); + } + + [Fact] + public void FieldRepair_OnlyForClawWright() + { + var enc = MakeEncounter(out var notHealer, out var ally, + healerClass: "fangsworn", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + ally.CurrentHp = 5; + bool ok = FeatureProcessor.TryFieldRepair(enc, notHealer, ally); + Assert.False(ok); + } + + [Fact] + public void EnsureFieldRepairReady_RestoresUseAfterEncounter() + { + var c = MakeChar("claw_wright", new AbilityScores(10, 12, 13, 14, 12, 8)); + c.FieldRepairUsesRemaining = 0; + FeatureProcessor.EnsureFieldRepairReady(c); + Assert.Equal(1, c.FieldRepairUsesRemaining); + } + + // ── Lay on Paws ─────────────────────────────────────────────────────── + + [Fact] + public void LayOnPaws_SpendsPoolAndHealsTarget() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "covenant_keeper", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + FeatureProcessor.EnsureLayOnPawsPoolReady(healer.SourceCharacter!); + int poolBefore = healer.SourceCharacter!.LayOnPawsPoolRemaining; + Assert.True(poolBefore >= 1); + + ally.CurrentHp = ally.MaxHp - 4; + bool ok = FeatureProcessor.TryLayOnPaws(enc, healer, ally, requestHp: 4); + Assert.True(ok); + Assert.Equal(ally.MaxHp, ally.CurrentHp); + Assert.Equal(poolBefore - 4, healer.SourceCharacter.LayOnPawsPoolRemaining); + } + + [Fact] + public void LayOnPaws_ClampsToPoolRemaining() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "covenant_keeper", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + healer.SourceCharacter!.LayOnPawsPoolRemaining = 3; + ally.CurrentHp = 1; + bool ok = FeatureProcessor.TryLayOnPaws(enc, healer, ally, requestHp: 99); + Assert.True(ok); + Assert.Equal(0, healer.SourceCharacter.LayOnPawsPoolRemaining); + Assert.Equal(4, ally.CurrentHp); + } + + [Fact] + public void LayOnPaws_RefusesWhenPoolEmpty() + { + var enc = MakeEncounter(out var healer, out var ally, + healerClass: "covenant_keeper", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + healer.SourceCharacter!.LayOnPawsPoolRemaining = 0; + ally.CurrentHp = 5; + bool ok = FeatureProcessor.TryLayOnPaws(enc, healer, ally, requestHp: 5); + Assert.False(ok); + Assert.Equal(5, ally.CurrentHp); + } + + [Fact] + public void EnsureLayOnPawsPool_ScalesWithCha() + { + var c = MakeChar("covenant_keeper", new AbilityScores(15, 10, 13, 10, 12, 16)); + c.LayOnPawsPoolRemaining = 0; + FeatureProcessor.EnsureLayOnPawsPoolReady(c); + // CHA 16 → +3 mod → 5 × 3 = 15 pool. + Assert.Equal(15, c.LayOnPawsPoolRemaining); + } + + [Fact] + public void EnsureLayOnPawsPool_LowChaStillGetsTokenPool() + { + var c = MakeChar("covenant_keeper", new AbilityScores(15, 10, 13, 10, 12, 8)); + c.LayOnPawsPoolRemaining = 0; + FeatureProcessor.EnsureLayOnPawsPoolReady(c); + // CHA 8 → -1 mod → minimum 5 pool. + Assert.True(c.LayOnPawsPoolRemaining >= 1); + } + + // ── Vocalization Dice ───────────────────────────────────────────────── + + [Fact] + public void VocalizationDieSidesFor_FollowsLevelLadder() + { + Assert.Equal(6, FeatureProcessor.VocalizationDieSidesFor(1)); + Assert.Equal(6, FeatureProcessor.VocalizationDieSidesFor(4)); + Assert.Equal(8, FeatureProcessor.VocalizationDieSidesFor(5)); + Assert.Equal(10, FeatureProcessor.VocalizationDieSidesFor(9)); + Assert.Equal(12, FeatureProcessor.VocalizationDieSidesFor(15)); + } + + [Fact] + public void TryGrantVocalizationDie_GivesAllyInspirationAndConsumesUse() + { + var enc = MakeEncounter(out var caster, out var ally, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + int before = caster.SourceCharacter!.VocalizationDiceRemaining; + + bool ok = FeatureProcessor.TryGrantVocalizationDie(enc, caster, ally); + Assert.True(ok); + Assert.Equal(6, ally.InspirationDieSides); + Assert.Equal(before - 1, caster.SourceCharacter.VocalizationDiceRemaining); + } + + [Fact] + public void TryGrantVocalizationDie_RefusesSelfTarget() + { + var enc = MakeEncounter(out var caster, out _, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + bool ok = FeatureProcessor.TryGrantVocalizationDie(enc, caster, caster); + Assert.False(ok); + Assert.Equal(0, caster.InspirationDieSides); + } + + [Fact] + public void TryGrantVocalizationDie_RefusesAlreadyInspired() + { + var enc = MakeEncounter(out var caster, out var ally, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + ally.InspirationDieSides = 6; + int before = caster.SourceCharacter!.VocalizationDiceRemaining; + bool ok = FeatureProcessor.TryGrantVocalizationDie(enc, caster, ally); + Assert.False(ok); + Assert.Equal(before, caster.SourceCharacter.VocalizationDiceRemaining); + } + + [Fact] + public void TryGrantVocalizationDie_RefusesOutOfRange() + { + var enc = MakeEncounter(out var caster, out var ally, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied, + allyPosition: new Vec2(20, 0)); // > 12 tactical tiles + bool ok = FeatureProcessor.TryGrantVocalizationDie(enc, caster, ally); + Assert.False(ok); + } + + [Fact] + public void ConsumeInspirationDie_ZeroesAndReturnsRoll() + { + var enc = MakeEncounter(out var caster, out var ally, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + ally.InspirationDieSides = 6; + int rolled = FeatureProcessor.ConsumeInspirationDie(enc, ally); + Assert.InRange(rolled, 1, 6); + Assert.Equal(0, ally.InspirationDieSides); + } + + [Fact] + public void ConsumeInspirationDie_NoOpWhenNoInspiration() + { + var enc = MakeEncounter(out var caster, out var ally, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + Assert.Equal(0, ally.InspirationDieSides); + Assert.Equal(0, FeatureProcessor.ConsumeInspirationDie(enc, ally)); + } + + [Fact] + public void EnsureVocalizationDiceReady_RefillsToFour() + { + var c = MakeChar("muzzle_speaker", new AbilityScores(8, 14, 13, 10, 12, 16)); + c.VocalizationDiceRemaining = 0; + FeatureProcessor.EnsureVocalizationDiceReady(c); + Assert.Equal(4, c.VocalizationDiceRemaining); + } + + // ── AiContext targeting helpers ─────────────────────────────────────── + + [Fact] + public void AiContext_FindClosestAlly_FindsAllyWhenPresent() + { + var enc = MakeEncounter(out var pc, out var ally, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + var ctx = new AiContext(enc); + Assert.Same(ally, ctx.FindClosestAlly(pc)); + } + + [Fact] + public void AiContext_FindClosestAlly_NullWhenAlone() + { + var enc = MakeEncounter(out var pc, out var hostile, + healerClass: "muzzle_speaker", allyClass: "fangsworn", + allyAllegiance: Allegiance.Hostile); + var ctx = new AiContext(enc); + Assert.Null(ctx.FindClosestAlly(pc)); + } + + [Fact] + public void AiContext_FindMostDamagedFriendly_PrefersWoundedAllyOverFullHpSelf() + { + var enc = MakeEncounter(out var pc, out var ally, + healerClass: "covenant_keeper", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + // PC at full HP, ally damaged. + ally.CurrentHp = 5; + var ctx = new AiContext(enc); + Assert.Same(ally, ctx.FindMostDamagedFriendly(pc)); + } + + [Fact] + public void AiContext_FindMostDamagedFriendly_NullWhenAllAtFullHp() + { + var enc = MakeEncounter(out var pc, out _, + healerClass: "covenant_keeper", allyClass: "fangsworn", + allyAllegiance: Allegiance.Allied); + var ctx = new AiContext(enc); + Assert.Null(ctx.FindMostDamagedFriendly(pc)); + } + + // ── Inspiration die end-to-end through Resolver ─────────────────────── + + [Fact] + public void Resolver_ConsumesInspirationDie_OnAttackRoll() + { + var enc = MakeEncounter(out var attacker, out var target, + healerClass: "fangsworn", allyClass: "fangsworn", + allyAllegiance: Allegiance.Hostile); + attacker.InspirationDieSides = 6; + var attack = attacker.AttackOptions[0]; + Resolver.AttemptAttack(enc, attacker, target, attack); + // The die should have been consumed regardless of hit/miss. + Assert.Equal(0, attacker.InspirationDieSides); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private Encounter MakeEncounter( + out Combatant healer, out Combatant ally, + string healerClass, string allyClass, + Allegiance allyAllegiance, + Vec2? allyPosition = null) + { + var hc = MakeChar(healerClass, new AbilityScores(10, 12, 13, 14, 12, 14)); + var ac = MakeChar(allyClass, new AbilityScores(15, 12, 13, 10, 10, 8)); + healer = Combatant.FromCharacter(hc, 1, "Healer", new Vec2(0, 0), Allegiance.Player); + ally = Combatant.FromCharacter(ac, 2, "Ally", + allyPosition ?? new Vec2(2, 0), allyAllegiance); + return new Encounter(0xFEEDUL, 1, new[] { healer, ally }); + } + + private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, AbilityScores a) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = a, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } +} diff --git a/Theriapolis.Tests/Combat/Phase65M2SubclassFeatureTests.cs b/Theriapolis.Tests/Combat/Phase65M2SubclassFeatureTests.cs new file mode 100644 index 0000000..30a582e --- /dev/null +++ b/Theriapolis.Tests/Combat/Phase65M2SubclassFeatureTests.cs @@ -0,0 +1,298 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +/// +/// Phase 6.5 M2 — representative L3 subclass-feature mechanics: +/// - Lone Fang "Isolation Bonus": +2 to-hit / +1 AC when alone. +/// - Herd-Wall "Interlock Shields": +1 AC with adjacent ally. +/// - Pack-Forged "Packmate's Howl": melee hit marks target → ally +/// advantage on next attack against it. +/// - Blood Memory "Predatory Surge": melee kill while raging sets a +/// bonus-attack flag. +/// +/// Other 12 subclasses' features are scaffolded (definitions loaded, +/// LevelUpScreen displays them, save round-trip works) but not yet +/// mechanically wired — content authoring for them is a follow-up +/// session per M2's plan-acknowledged 24-feature scope. +/// +public sealed class Phase65M2SubclassFeatureTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Lone Fang Isolation Bonus ───────────────────────────────────────── + + [Fact] + public void LoneFang_IsolationBonus_AddsAcWhenNoAllyNearby() + { + // Build a Fangsworn with subclass = lone_fang. No allies on the field + // (just the attacker and a hostile target). + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "lone_fang"); + int baseAc = pc.ArmorClass; + // Target gets attacked; their AC is the relevant query — Lone Fang's + // +1 AC applies *to themselves* (the Lone Fang). So instead, query + // the AC bonus for the lone fang directly. + int bonus = FeatureProcessor.ApplyAcBonus(pc, enc); + Assert.Equal(1, bonus); + } + + [Fact] + public void LoneFang_IsolationBonus_DropsToZeroWithAdjacentAlly() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "lone_fang", + includeAlly: true, allyPos: new Vec2(1, 0)); + int bonus = FeatureProcessor.ApplyAcBonus(pc, enc); + Assert.Equal(0, bonus); + } + + [Fact] + public void LoneFang_IsolationBonus_AddsToHitWhenAlone() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "lone_fang"); + int toHit = FeatureProcessor.ApplyToHitBonus(pc, enc); + Assert.Equal(2, toHit); + } + + [Fact] + public void LoneFang_NotApplied_WithoutSubclass() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "fangsworn", pcSubclass: null); + Assert.Equal(0, FeatureProcessor.ApplyAcBonus(pc, enc)); + Assert.Equal(0, FeatureProcessor.ApplyToHitBonus(pc, enc)); + } + + // ── Herd-Wall Interlock Shields ─────────────────────────────────────── + + [Fact] + public void HerdWall_InterlockShields_AddsAcWithAdjacentAlly() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "bulwark", pcSubclass: "herd_wall", + includeAlly: true, allyPos: new Vec2(1, 0)); + Assert.Equal(1, FeatureProcessor.ApplyAcBonus(pc, enc)); + } + + [Fact] + public void HerdWall_InterlockShields_NoBonus_WhenAlone() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "bulwark", pcSubclass: "herd_wall"); + Assert.Equal(0, FeatureProcessor.ApplyAcBonus(pc, enc)); + } + + [Fact] + public void HerdWall_InterlockShields_NoBonus_WhenAllyNotAdjacent() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "bulwark", pcSubclass: "herd_wall", + includeAlly: true, allyPos: new Vec2(5, 0)); + Assert.Equal(0, FeatureProcessor.ApplyAcBonus(pc, enc)); + } + + // ── Pack-Forged Packmate's Howl ─────────────────────────────────────── + + [Fact] + public void PackForged_OnHit_MarksTarget() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "pack_forged"); + // Simulate the on-hit pathway directly: the resolver calls this on + // a melee hit. + FeatureProcessor.OnPackForgedHit(enc, pc, hostile, pc.AttackOptions[0]); + Assert.True(hostile.HowlMarkRound.HasValue); + Assert.Equal(pc.Id, hostile.HowlMarkBy); + } + + [Fact] + public void PackForged_OnHit_DoesNotMarkOnRanged() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "pack_forged"); + var rangedAttack = pc.AttackOptions[0] with { Name = "Bow", RangeShortTiles = 6 }; + FeatureProcessor.OnPackForgedHit(enc, pc, hostile, rangedAttack); + Assert.False(hostile.HowlMarkRound.HasValue); + } + + [Fact] + public void ConsumeHowlAdvantage_FiresForAllyWithinRound() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "pack_forged", + includeAlly: true, allyPos: new Vec2(1, 0)); + var ally = enc.Participants.Single(c => + c.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + FeatureProcessor.OnPackForgedHit(enc, pc, hostile, pc.AttackOptions[0]); + + bool consumed = FeatureProcessor.ConsumeHowlAdvantage(enc, ally, hostile); + Assert.True(consumed); + // Mark cleared after consumption. + Assert.False(hostile.HowlMarkRound.HasValue); + // Second consumption returns false. + Assert.False(FeatureProcessor.ConsumeHowlAdvantage(enc, ally, hostile)); + } + + [Fact] + public void ConsumeHowlAdvantage_RefusesSelfMarker() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "pack_forged"); + FeatureProcessor.OnPackForgedHit(enc, pc, hostile, pc.AttackOptions[0]); + // The marker can't consume their own howl. + bool consumed = FeatureProcessor.ConsumeHowlAdvantage(enc, pc, hostile); + Assert.False(consumed); + // Mark stays in place. + Assert.True(hostile.HowlMarkRound.HasValue); + } + + [Fact] + public void ConsumeHowlAdvantage_RefusesEnemyAttacker() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "fangsworn", pcSubclass: "pack_forged"); + FeatureProcessor.OnPackForgedHit(enc, pc, hostile, pc.AttackOptions[0]); + // Enemy attacking same target as the mark — should not consume. + bool consumed = FeatureProcessor.ConsumeHowlAdvantage(enc, hostile, hostile); + Assert.False(consumed); + } + + // ── Blood Memory Predatory Surge ────────────────────────────────────── + + [Fact] + public void BloodMemory_OnKill_SetsPredatorySurgePending_WhenRaging() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "feral", pcSubclass: "blood_memory"); + pc.RageActive = true; + FeatureProcessor.OnBloodMemoryKill(enc, pc, pc.AttackOptions[0]); + Assert.True(pc.PredatorySurgePending); + } + + [Fact] + public void BloodMemory_OnKill_DoesNothing_IfNotRaging() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "feral", pcSubclass: "blood_memory"); + pc.RageActive = false; + FeatureProcessor.OnBloodMemoryKill(enc, pc, pc.AttackOptions[0]); + Assert.False(pc.PredatorySurgePending); + } + + [Fact] + public void BloodMemory_OnKill_DoesNothing_OnRangedKill() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "feral", pcSubclass: "blood_memory"); + pc.RageActive = true; + var rangedAttack = pc.AttackOptions[0] with { Name = "Bow", RangeShortTiles = 6 }; + FeatureProcessor.OnBloodMemoryKill(enc, pc, rangedAttack); + Assert.False(pc.PredatorySurgePending); + } + + // ── LevelUpFlow integration ─────────────────────────────────────────── + + [Fact] + public void LevelUpFlow_PostL3_PopulatesSubclassFeatures() + { + var c = MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8)); + c.SubclassId = "pack_forged"; + c.Level = 3; + var result = LevelUpFlow.Compute(c, targetLevel: 7, seed: 0xBEEF, + takeAverage: true, subclasses: _content.Subclasses); + // Pack-Forged's L7 feature is "coordinated_takedown". + Assert.Contains("coordinated_takedown", result.SubclassFeaturesUnlocked); + } + + [Fact] + public void LevelUpFlow_NoSubclassPicked_ReturnsEmptySubclassFeatures() + { + var c = MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8)); + c.Level = 6; // post-L3 but no subclass chosen (shouldn't happen in + // normal flow but test the defensive path). + var result = LevelUpFlow.Compute(c, targetLevel: 7, seed: 0xBEEF, + takeAverage: true, subclasses: _content.Subclasses); + Assert.Empty(result.SubclassFeaturesUnlocked); + } + + [Fact] + public void LevelUpFlow_NullSubclassesDict_ReturnsEmptySubclassFeatures() + { + var c = MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8)); + c.SubclassId = "pack_forged"; + c.Level = 3; + var result = LevelUpFlow.Compute(c, targetLevel: 7, seed: 0xBEEF, + takeAverage: true, subclasses: null); + Assert.Empty(result.SubclassFeaturesUnlocked); + } + + [Fact] + public void Character_ApplyLevelUp_RecordsSubclassFeaturesInLearned() + { + var c = MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8)); + c.SubclassId = "pack_forged"; + c.Level = 6; + var result = LevelUpFlow.Compute(c, 7, 0xBEEF, + takeAverage: true, subclasses: _content.Subclasses); + c.ApplyLevelUp(result, new LevelUpChoices()); + Assert.Contains("coordinated_takedown", c.LearnedFeatureIds); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private Encounter MakeEncounter( + out Combatant pc, out Combatant hostile, + string pcClass, string? pcSubclass, + bool includeAlly = false, + Vec2? allyPos = null) + { + var pcChar = MakeChar(pcClass, new AbilityScores(15, 14, 13, 12, 10, 8)); + if (pcSubclass is not null) pcChar.SubclassId = pcSubclass; + pc = Combatant.FromCharacter(pcChar, 1, "PC", new Vec2(0, 0), + Theriapolis.Core.Rules.Character.Allegiance.Player); + + var hostileChar = MakeChar("fangsworn", new AbilityScores(13, 12, 13, 10, 10, 8)); + hostile = Combatant.FromCharacter(hostileChar, 2, "Hostile", new Vec2(3, 0), + Theriapolis.Core.Rules.Character.Allegiance.Hostile); + + var participants = new List { pc, hostile }; + if (includeAlly) + { + var allyChar = MakeChar("fangsworn", new AbilityScores(12, 12, 13, 10, 10, 8)); + var ally = Combatant.FromCharacter(allyChar, 3, "Ally", + allyPos ?? new Vec2(1, 0), + Theriapolis.Core.Rules.Character.Allegiance.Allied); + participants.Add(ally); + } + + return new Encounter(0xCAFEUL, 1, participants); + } + + private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, AbilityScores a) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = a, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } +} diff --git a/Theriapolis.Tests/Combat/Phase65M3FeatureTests.cs b/Theriapolis.Tests/Combat/Phase65M3FeatureTests.cs new file mode 100644 index 0000000..f4d2617 --- /dev/null +++ b/Theriapolis.Tests/Combat/Phase65M3FeatureTests.cs @@ -0,0 +1,325 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +/// +/// Phase 6.5 M3 — ability-stream features that scale per level: +/// - Scent-Broker Pheromone Craft (L2/L5/L9/L13 ladder) +/// - Covenant-Keeper Covenant's Authority (L2/L9/L13/L17 ladder) +/// - Muzzle-Speaker Vocalization Dice (level ladder verified end-to-end) +/// Plus the cross-cutting Frightened-disadvantage hookup the resolver needs +/// for Pheromone Fear to actually do anything. +/// +public sealed class Phase65M3FeatureTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Pheromone Craft ─────────────────────────────────────────────────── + + [Theory] + [InlineData(1, 0)] // pre-L2: no uses + [InlineData(2, 2)] // L2: pheromone_craft_2 + [InlineData(4, 2)] // L4: still 2 + [InlineData(5, 3)] // L5: pheromone_craft_3 + [InlineData(8, 3)] // L8: still 3 + [InlineData(9, 4)] // L9: pheromone_craft_4 + [InlineData(13, 5)] // L13: pheromone_craft_5 + [InlineData(20, 5)] // L20: capstone, still 5 + public void PheromoneUsesAtLevel_FollowsJsonLadder(int level, int expected) + { + Assert.Equal(expected, FeatureProcessor.PheromoneUsesAtLevel(level)); + } + + [Fact] + public void EnsurePheromoneUsesReady_ToppedUpForScentBroker() + { + var c = MakeChar("scent_broker", new AbilityScores(8, 12, 13, 14, 16, 12)); + c.Level = 5; + c.PheromoneUsesRemaining = 0; + FeatureProcessor.EnsurePheromoneUsesReady(c); + Assert.Equal(3, c.PheromoneUsesRemaining); + } + + [Fact] + public void EnsurePheromoneUsesReady_NoOpForOtherClasses() + { + var c = MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8)); + c.PheromoneUsesRemaining = 0; + FeatureProcessor.EnsurePheromoneUsesReady(c); + Assert.Equal(0, c.PheromoneUsesRemaining); + } + + [Fact] + public void TryEmitPheromone_AppliesFrightenedToHostilesInRange_OnFailedSave() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "scent_broker", pcLevel: 5, + hostileCon: 1, // -5 mod → guaranteed fail + hostilePos: new Vec2(1, 0)); // adjacent → in 10ft cloud + bool ok = FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear); + Assert.True(ok); + Assert.Contains(Condition.Frightened, hostile.Conditions); + } + + [Fact] + public void TryEmitPheromone_DoesNotAffectHostilesOutOfRange() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "scent_broker", pcLevel: 5, + hostileCon: 1, + hostilePos: new Vec2(10, 0)); // far outside 10ft cloud + FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear); + Assert.DoesNotContain(Condition.Frightened, hostile.Conditions); + } + + [Fact] + public void TryEmitPheromone_RefusesPreL2() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "scent_broker", pcLevel: 1); + bool ok = FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear); + Assert.False(ok); + } + + [Fact] + public void TryEmitPheromone_ConsumesUse() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "scent_broker", pcLevel: 5); + int before = pc.SourceCharacter!.PheromoneUsesRemaining; + FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear); + Assert.Equal(before - 1, pc.SourceCharacter.PheromoneUsesRemaining); + } + + [Fact] + public void TryEmitPheromone_RefusesWhenExhausted() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "scent_broker", pcLevel: 5); + pc.SourceCharacter!.PheromoneUsesRemaining = 0; + bool ok = FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear); + Assert.False(ok); + } + + [Fact] + public void TryEmitPheromone_DoesNotAffectAllies() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "scent_broker", pcLevel: 5, + hostileCon: 1, + includeAlly: true, + allyPos: new Vec2(1, 0)); // ally in radius + FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear); + var ally = enc.Participants.Single(p => + p.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + Assert.DoesNotContain(Condition.Frightened, ally.Conditions); + } + + [Theory] + [InlineData(PheromoneType.Fear, Condition.Frightened)] + [InlineData(PheromoneType.Calm, Condition.Charmed)] + [InlineData(PheromoneType.Arousal, Condition.Dazed)] + [InlineData(PheromoneType.Nausea, Condition.Poisoned)] + public void Pheromone_AppliesMappedCondition(PheromoneType type, Condition expected) + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "scent_broker", pcLevel: 5, + hostileCon: 1, + hostilePos: new Vec2(1, 0)); + FeatureProcessor.TryEmitPheromone(enc, pc, type); + Assert.Contains(expected, hostile.Conditions); + } + + // ── Frightened disadvantage in Resolver ────────────────────────────── + + [Fact] + public void Resolver_FrightenedAttacker_RollsDisadvantage() + { + // Build attacker with Frightened condition, target far enough that + // we exercise the d20 path. We can't deterministically observe + // disadvantage from a single roll, but RollD20WithMode uses two + // d20s under disadvantage and keeps the lower — so over 100 rolls + // we should see a clear bias toward lower kept values. + var enc = MakeEncounter(out var attacker, out var target, + pcClass: "fangsworn", pcLevel: 5); + attacker.Conditions.Add(Condition.Frightened); + var attack = attacker.AttackOptions[0]; + // The Frightened path goes through `situation |= Disadvantage` in + // the resolver. Easiest behavioural check: the attack rolls happen + // and don't throw; rolled d20 is in [1,20]. Determinism is verified + // elsewhere (DamageDeterminismTests). Smoke test only here. + for (int i = 0; i < 5; i++) + Resolver.AttemptAttack(enc, attacker, target, attack); + Assert.True(true); // no crash → wiring ok + } + + // ── Covenant Authority ─────────────────────────────────────────────── + + [Theory] + [InlineData(1, 0)] + [InlineData(2, 2)] + [InlineData(8, 2)] + [InlineData(9, 3)] + [InlineData(12, 3)] + [InlineData(13, 4)] + [InlineData(17, 5)] + [InlineData(20, 5)] + public void CovenantAuthorityUsesAtLevel_FollowsLadder(int level, int expected) + { + Assert.Equal(expected, FeatureProcessor.CovenantAuthorityUsesAtLevel(level)); + } + + [Fact] + public void TryDeclareOath_MarksTargetAndConsumesUse() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "covenant_keeper", pcLevel: 5); + int before = pc.SourceCharacter!.CovenantAuthorityUsesRemaining; + bool ok = FeatureProcessor.TryDeclareOath(enc, pc, hostile); + Assert.True(ok); + Assert.Equal(pc.Id, hostile.OathMarkBy); + Assert.True(hostile.OathMarkRound.HasValue); + Assert.Equal(before - 1, pc.SourceCharacter.CovenantAuthorityUsesRemaining); + } + + [Fact] + public void TryDeclareOath_RefusesPreL2() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "covenant_keeper", pcLevel: 1); + bool ok = FeatureProcessor.TryDeclareOath(enc, pc, hostile); + Assert.False(ok); + } + + [Fact] + public void TryDeclareOath_RefusesSelfTarget() + { + var enc = MakeEncounter(out var pc, out _, + pcClass: "covenant_keeper", pcLevel: 5); + bool ok = FeatureProcessor.TryDeclareOath(enc, pc, pc); + Assert.False(ok); + } + + [Fact] + public void OathAttackPenalty_AppliesToMarkerOnly() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "covenant_keeper", pcLevel: 5, + includeAlly: true, + allyPos: new Vec2(2, 0)); + FeatureProcessor.TryDeclareOath(enc, pc, hostile); + + var ally = enc.Participants.Single(p => + p.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + // Hostile attacking the marker (pc) → -2 penalty. + Assert.Equal(-2, FeatureProcessor.OathAttackPenalty(enc, hostile, pc)); + // Hostile attacking the ally → no penalty (oath is target-specific). + Assert.Equal(0, FeatureProcessor.OathAttackPenalty(enc, hostile, ally)); + } + + [Fact] + public void OathAttackPenalty_ZeroForUnmarkedAttacker() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "covenant_keeper", pcLevel: 5); + Assert.Equal(0, FeatureProcessor.OathAttackPenalty(enc, hostile, pc)); + } + + [Fact] + public void OathAttackPenalty_ExpiresAfterTenRounds() + { + var enc = MakeEncounter(out var pc, out var hostile, + pcClass: "covenant_keeper", pcLevel: 5); + FeatureProcessor.TryDeclareOath(enc, pc, hostile); + // Force the encounter forward 11 rounds (we hand-set RoundNumber via + // EndTurn, but easier: directly read OathAttackPenalty after we + // shift the round forward via end-turn loop — too elaborate. Instead, + // mock by mutating the mark round backward. + hostile.OathMarkRound = enc.RoundNumber - 10; // expired + Assert.Equal(0, FeatureProcessor.OathAttackPenalty(enc, hostile, pc)); + // And the expiry sweep clears the fields. + Assert.Null(hostile.OathMarkRound); + Assert.Null(hostile.OathMarkBy); + } + + // ── Vocalization Dice scaling end-to-end ───────────────────────────── + + [Theory] + [InlineData(1, 6)] + [InlineData(4, 6)] + [InlineData(5, 8)] + [InlineData(9, 10)] + [InlineData(15, 12)] + public void VocalizationDie_GrantsMatchedSidesAtLevel(int level, int expectedSides) + { + var enc = MakeEncounter(out var caster, out _, + pcClass: "muzzle_speaker", pcLevel: level, + includeAlly: true, allyPos: new Vec2(1, 0)); + var ally = enc.Participants.Single(p => + p.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied); + bool ok = FeatureProcessor.TryGrantVocalizationDie(enc, caster, ally); + Assert.True(ok); + Assert.Equal(expectedSides, ally.InspirationDieSides); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private Encounter MakeEncounter( + out Combatant pc, out Combatant hostile, + string pcClass, int pcLevel = 1, + int hostileCon = 10, + Vec2? hostilePos = null, + bool includeAlly = false, + Vec2? allyPos = null) + { + var pcChar = MakeChar(pcClass, new AbilityScores(10, 12, 13, 14, 16, 14)); + pcChar.Level = pcLevel; + FeatureProcessor.EnsurePheromoneUsesReady(pcChar); + FeatureProcessor.EnsureCovenantAuthorityReady(pcChar); + FeatureProcessor.EnsureVocalizationDiceReady(pcChar); + pc = Combatant.FromCharacter(pcChar, 1, "PC", new Vec2(0, 0), + Theriapolis.Core.Rules.Character.Allegiance.Player); + + var hostileChar = MakeChar("fangsworn", new AbilityScores(13, 12, hostileCon, 10, 10, 8)); + hostile = Combatant.FromCharacter(hostileChar, 2, "Hostile", + hostilePos ?? new Vec2(3, 0), + Theriapolis.Core.Rules.Character.Allegiance.Hostile); + + var participants = new List { pc, hostile }; + if (includeAlly) + { + var allyChar = MakeChar("fangsworn", new AbilityScores(12, 12, 13, 10, 10, 8)); + var ally = Combatant.FromCharacter(allyChar, 3, "Ally", + allyPos ?? new Vec2(1, 0), + Theriapolis.Core.Rules.Character.Allegiance.Allied); + participants.Add(ally); + } + return new Encounter(0xFEEDUL, 1, participants); + } + + private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, AbilityScores a) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = a, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } +} diff --git a/Theriapolis.Tests/Combat/Phase7M0SubclassFeatureTests.cs b/Theriapolis.Tests/Combat/Phase7M0SubclassFeatureTests.cs new file mode 100644 index 0000000..302a86d --- /dev/null +++ b/Theriapolis.Tests/Combat/Phase7M0SubclassFeatureTests.cs @@ -0,0 +1,246 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +/// +/// Phase 7 M0 — wires four more L3 subclass features (Phase 6.5 carryover): +/// - Antler-Guard "Retaliatory Strike": melee hit on a Sentinel-Stance +/// antler-guard returns 1d8 + CON to the attacker. +/// - Stampede-Heart "Trampling Charge": +1d8 bludgeoning on the first +/// melee attack of each turn while raging. +/// - Ambush-Artist "Opening Strike": +2d6 on the first melee attack of +/// round 1 of an encounter. +/// - Body-Wright "Combat Medic": Field Repair rolls 2d8 + INT (vs the +/// base 1d8 + INT). +/// +/// Combined with the four Phase-6.5 wirings (Lone Fang, Herd-Wall, +/// Pack-Forged, Blood Memory), this brings 8 of 16 L3 subclass features +/// to live runtime. The remaining 8 are scaffolded but unwired and land +/// in Phase 7 M1. +/// +public sealed class Phase7M0SubclassFeatureTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Antler-Guard Retaliatory Strike ────────────────────────────────── + + [Fact] + public void AntlerGuard_RetaliatoryStrike_ReturnsDamageInSentinelStance() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "bulwark", pcSubclass: "antler_guard"); + pc.SentinelStanceActive = true; + int hostileHpBefore = hostile.CurrentHp; + + var attack = pc.AttackOptions[0]; + int dealt = FeatureProcessor.OnAntlerGuardHit(enc, hostile, pc, attack); + + Assert.True(dealt >= 1, "retaliatory strike must deal at least 1 damage"); + Assert.Equal(hostileHpBefore - dealt, hostile.CurrentHp); + } + + [Fact] + public void AntlerGuard_RetaliatoryStrike_DoesNotFireWithoutSentinelStance() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "bulwark", pcSubclass: "antler_guard"); + // SentinelStanceActive is false by default. + int hostileHpBefore = hostile.CurrentHp; + + int dealt = FeatureProcessor.OnAntlerGuardHit(enc, hostile, pc, pc.AttackOptions[0]); + + Assert.Equal(0, dealt); + Assert.Equal(hostileHpBefore, hostile.CurrentHp); + } + + [Fact] + public void AntlerGuard_RetaliatoryStrike_DoesNotFireOnRangedHit() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "bulwark", pcSubclass: "antler_guard"); + pc.SentinelStanceActive = true; + int hostileHpBefore = hostile.CurrentHp; + + var rangedAttack = MakeRangedAttack(); + int dealt = FeatureProcessor.OnAntlerGuardHit(enc, hostile, pc, rangedAttack); + + Assert.Equal(0, dealt); + Assert.Equal(hostileHpBefore, hostile.CurrentHp); + } + + [Fact] + public void AntlerGuard_RetaliatoryStrike_NoFire_IfNotAntlerGuard() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "bulwark", pcSubclass: "herd_wall"); + pc.SentinelStanceActive = true; + + int dealt = FeatureProcessor.OnAntlerGuardHit(enc, hostile, pc, pc.AttackOptions[0]); + Assert.Equal(0, dealt); + } + + // ── Stampede-Heart Trampling Charge ────────────────────────────────── + + [Fact] + public void StampedeHeart_TramplingCharge_AddsDamage_FirstMeleeWhileRaging() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "feral", pcSubclass: "stampede_heart"); + pc.RageActive = true; + + int bonus = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, pc.AttackOptions[0], isCrit: false); + // Bonus = +2 (Rage) + 1d8 (Trampling Charge). Min 2 + 1 = 3, max 2 + 8 = 10. + Assert.True(bonus >= 3 && bonus <= 10, $"expected [3..10], got {bonus}"); + Assert.True(pc.TramplingChargeUsedThisTurn); + } + + [Fact] + public void StampedeHeart_TramplingCharge_OnlyFiresOncePerTurn() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "feral", pcSubclass: "stampede_heart"); + pc.RageActive = true; + var attack = pc.AttackOptions[0]; + + int first = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, attack, isCrit: false); + int second = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, attack, isCrit: false); + // First: rage (+2) + trampling (+1d8). Second: rage only (+2). + Assert.True(first > second); + Assert.Equal(2, second); + } + + [Fact] + public void StampedeHeart_TramplingCharge_DoesNotFireWithoutRage() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "feral", pcSubclass: "stampede_heart"); + // RageActive false by default. + int bonus = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, pc.AttackOptions[0], isCrit: false); + Assert.Equal(0, bonus); + } + + // ── Ambush-Artist Opening Strike ───────────────────────────────────── + + [Fact] + public void AmbushArtist_OpeningStrike_AddsDamageInRoundOne() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "shadow_pelt", pcSubclass: "ambush_artist"); + Assert.Equal(1, enc.RoundNumber); + + int bonus = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, pc.AttackOptions[0], isCrit: false); + // Sneak attack 1d6 + Opening Strike 2d6 = 3d6. Range [3..18]. + Assert.True(bonus >= 3 && bonus <= 18, $"expected [3..18], got {bonus}"); + Assert.True(pc.OpeningStrikeUsed); + } + + [Fact] + public void AmbushArtist_OpeningStrike_OnlyFiresOncePerEncounter() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "shadow_pelt", pcSubclass: "ambush_artist"); + var attack = pc.AttackOptions[0]; + + int first = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, attack, isCrit: false); + // Reset sneak-attack flag for cross-turn re-fire test. + pc.SneakAttackUsedThisTurn = false; + int second = FeatureProcessor.ApplyDamageBonus(enc, pc, hostile, attack, isCrit: false); + + // First fires opening strike (3d6 = [3..18]); second only sneak attack (1d6 = [1..6]). + Assert.True(first > second); + Assert.True(second >= 1 && second <= 6, $"second attack should only be sneak attack [1..6], got {second}"); + } + + // ── Body-Wright Combat Medic ───────────────────────────────────────── + + [Fact] + public void BodyWright_FieldRepair_RollsTwoD8() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "claw_wright", pcSubclass: "body_wright"); + // Establish the per-encounter pool the way PlayScreen would. + FeatureProcessor.EnsureFieldRepairReady(pc.SourceCharacter!); + + // Damage the PC so the heal has somewhere to go. + pc.CurrentHp = 1; + bool ok = FeatureProcessor.TryFieldRepair(enc, pc, pc); + Assert.True(ok); + // Body-Wright heals 2d8 + INT — minimum 2 + INT, max 16 + INT. Since + // healing clamps to MaxHp we just assert the heal exceeded the + // 1d8 + INT base ceiling (8 + INT) at least *sometimes*. To make + // this deterministic per our seed, assert HP gained ≥ 2 (the 2d8 floor). + Assert.True(pc.CurrentHp >= 3, + $"Body-Wright Combat Medic should heal ≥ 2 HP from a 2d8 roll (was at 1, now {pc.CurrentHp})"); + } + + [Fact] + public void NonBodyWright_FieldRepair_RollsOneD8() + { + var enc = MakeDuel(out var pc, out var hostile, + pcClass: "claw_wright", pcSubclass: null); + FeatureProcessor.EnsureFieldRepairReady(pc.SourceCharacter!); + + pc.CurrentHp = 1; + bool ok = FeatureProcessor.TryFieldRepair(enc, pc, pc); + Assert.True(ok); + // Non-body-wright: 1d8 + INT = [1+INT..8+INT], capped to MaxHp. + // Just assert heal ≤ 8 + INT (we don't care about INT exactly here). + int intMod = pc.SourceCharacter!.Abilities.ModFor(AbilityId.INT); + Assert.True(pc.CurrentHp <= 1 + 8 + intMod, + $"Field Repair w/o Body-Wright caps at 1d8+INT = {1 + 8 + intMod}, got {pc.CurrentHp}"); + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private Encounter MakeDuel(out Combatant pc, out Combatant hostile, + string pcClass, string? pcSubclass) + { + var pcChar = MakeChar(pcClass, new AbilityScores(15, 14, 13, 12, 10, 8)); + if (pcSubclass is not null) pcChar.SubclassId = pcSubclass; + pc = Combatant.FromCharacter(pcChar, 1, "PC", new Vec2(0, 0), + Theriapolis.Core.Rules.Character.Allegiance.Player); + + var hostileChar = MakeChar("fangsworn", new AbilityScores(13, 12, 13, 10, 10, 8)); + hostile = Combatant.FromCharacter(hostileChar, 2, "Hostile", new Vec2(3, 0), + Theriapolis.Core.Rules.Character.Allegiance.Hostile); + + return new Encounter(0xCAFEUL, 1, new List { pc, hostile }); + } + + private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, AbilityScores a) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = a, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } + + private static AttackOption MakeRangedAttack() => + new AttackOption + { + Name = "ranged-test", + Damage = new DamageRoll(1, 6, 0, DamageType.Piercing), + ToHitBonus = 0, + // Setting RangeShortTiles>0 flips IsRanged true via the derived prop. + RangeShortTiles = 6, + RangeLongTiles = 18, + }; +} diff --git a/Theriapolis.Tests/Combat/ReachAndCoverTests.cs b/Theriapolis.Tests/Combat/ReachAndCoverTests.cs new file mode 100644 index 0000000..4c8692e --- /dev/null +++ b/Theriapolis.Tests/Combat/ReachAndCoverTests.cs @@ -0,0 +1,99 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Combat; + +public sealed class ReachAndCoverTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void EdgeToEdge_Adjacent_ReturnsZero() + { + var a = MakeMediumNpc(new Vec2(5, 5)); + var b = MakeMediumNpc(new Vec2(6, 5)); + Assert.Equal(0, ReachAndCover.EdgeToEdgeChebyshev(a, b)); + } + + [Fact] + public void EdgeToEdge_OneTileApart_ReturnsOne() + { + var a = MakeMediumNpc(new Vec2(5, 5)); + var b = MakeMediumNpc(new Vec2(7, 5)); // 1 empty tile between + Assert.Equal(1, ReachAndCover.EdgeToEdgeChebyshev(a, b)); + } + + [Fact] + public void EdgeToEdge_LargeAttacker_FootprintCountedCorrectly() + { + var large = MakeLargeNpc(new Vec2(0, 0)); // occupies (0..1, 0..1) + var medium = MakeMediumNpc(new Vec2(3, 0)); // 1 empty tile between (large's right edge = 1, medium = 3) + Assert.Equal(1, ReachAndCover.EdgeToEdgeChebyshev(large, medium)); + } + + [Fact] + public void IsInReach_MeleeAdjacent_True() + { + var a = MakeMediumNpc(new Vec2(0, 0)); + var b = MakeMediumNpc(new Vec2(1, 0)); + var attack = new AttackOption { Name = "Bite", Damage = new DamageRoll(1, 4, 0, DamageType.Piercing), ReachTiles = 1 }; + Assert.True(ReachAndCover.IsInReach(a, b, attack)); + } + + [Fact] + public void IsInReach_MeleeOutOfReach_False() + { + var a = MakeMediumNpc(new Vec2(0, 0)); + var b = MakeMediumNpc(new Vec2(3, 0)); + var attack = new AttackOption { Name = "Bite", Damage = new DamageRoll(1, 4, 0, DamageType.Piercing), ReachTiles = 1 }; + Assert.False(ReachAndCover.IsInReach(a, b, attack)); + } + + [Fact] + public void IsInReach_RangedShortRange_True() + { + var a = MakeMediumNpc(new Vec2(0, 0)); + var b = MakeMediumNpc(new Vec2(8, 0)); + var bow = new AttackOption { Name = "Bow", Damage = new DamageRoll(1, 6, 0, DamageType.Piercing), + RangeShortTiles = 16, RangeLongTiles = 64 }; + Assert.True(ReachAndCover.IsInReach(a, b, bow)); + Assert.False(ReachAndCover.IsLongRange(a, b, bow)); + } + + [Fact] + public void IsInReach_RangedLongRange_TrueWithLongRangeFlag() + { + var a = MakeMediumNpc(new Vec2(0, 0)); + var b = MakeMediumNpc(new Vec2(40, 0)); + var bow = new AttackOption { Name = "Bow", Damage = new DamageRoll(1, 6, 0, DamageType.Piercing), + RangeShortTiles = 16, RangeLongTiles = 64 }; + Assert.True(ReachAndCover.IsInReach(a, b, bow)); + Assert.True(ReachAndCover.IsLongRange(a, b, bow)); + } + + [Fact] + public void StepToward_MovesOneTileTowardGoal() + { + var step = ReachAndCover.StepToward(new Vec2(0, 0), new Vec2(5, 3)); + Assert.Equal(1, step.X); + Assert.Equal(1, step.Y); + } + + [Fact] + public void StepToward_AtGoal_ReturnsSamePosition() + { + var step = ReachAndCover.StepToward(new Vec2(5, 5), new Vec2(5, 5)); + Assert.Equal(5, step.X); + Assert.Equal(5, step.Y); + } + + private Combatant MakeMediumNpc(Vec2 pos) + => Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "wolf"), id: 1, pos); + + private Combatant MakeLargeNpc(Vec2 pos) + => Combatant.FromNpcTemplate(_content.Npcs.Templates.First(t => t.Id == "bear_brown"), id: 2, pos); +} diff --git a/Theriapolis.Tests/Data/ContentLoadTests.cs b/Theriapolis.Tests/Data/ContentLoadTests.cs new file mode 100644 index 0000000..fa15877 --- /dev/null +++ b/Theriapolis.Tests/Data/ContentLoadTests.cs @@ -0,0 +1,192 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Data; + +/// +/// End-to-end content load + cross-file integrity tests for Phase 5 JSON. +/// If a JSON edit breaks any of these, ContentValidate will also fail in CI. +/// +public sealed class ContentLoadTests +{ + private static ContentLoader Loader() => new(TestHelpers.DataDirectory); + + [Fact] + public void AllPhase5ContentFiles_LoadCleanly() + { + var loader = Loader(); + var clades = loader.LoadClades(); + var species = loader.LoadSpecies(clades); + var classes = loader.LoadClasses(); + var subs = loader.LoadSubclasses(classes); + var bgs = loader.LoadBackgrounds(); + var items = loader.LoadItems(); + var npcs = loader.LoadNpcTemplates(items); + + Assert.Equal(7, clades.Length); + Assert.True(species.Length >= 19, $"expected ≥19 species, got {species.Length}"); + Assert.Equal(8, classes.Length); + Assert.Equal(16, subs.Length); // 8 classes × 2 subclasses + Assert.Equal(12, bgs.Length); + Assert.True(items.Length >= 30, $"expected ≥30 items, got {items.Length}"); + Assert.True(npcs.Templates.Length >= 9, $"expected ≥9 NPC templates, got {npcs.Templates.Length}"); + } + + [Fact] + public void EveryClass_HasLevel1FeaturesDefined() + { + var classes = Loader().LoadClasses(); + foreach (var c in classes) + { + var lv1 = Array.Find(c.LevelTable, e => e.Level == 1); + Assert.NotNull(lv1); + Assert.NotEmpty(lv1!.Features); + foreach (var feat in lv1.Features) + Assert.True(c.FeatureDefinitions.ContainsKey(feat), + $"Class '{c.Id}' level 1 references undefined feature '{feat}'"); + } + } + + [Fact] + public void EveryClass_HasFullLevelTable() + { + var classes = Loader().LoadClasses(); + foreach (var c in classes) + { + var levels = c.LevelTable.Select(e => e.Level).OrderBy(x => x).ToArray(); + Assert.Equal(20, levels.Length); + for (int lv = 1; lv <= 20; lv++) + Assert.Contains(lv, levels); + } + } + + [Fact] + public void EveryClass_LevelTableProficiencyBonusMatchesD20() + { + var classes = Loader().LoadClasses(); + foreach (var c in classes) + foreach (var entry in c.LevelTable) + Assert.Equal(ProficiencyBonus.ForLevel(entry.Level), entry.ProficiencyBonus); + } + + [Fact] + public void EveryClass_HasTwoSubclasses() + { + var classes = Loader().LoadClasses(); + var subs = Loader().LoadSubclasses(classes); + foreach (var c in classes) + { + var matching = subs.Where(s => s.ClassId == c.Id).ToArray(); + Assert.Equal(2, matching.Length); + // Subclass ids must match what the class declares + foreach (var sid in c.SubclassIds) + Assert.Contains(sid, matching.Select(s => s.Id)); + } + } + + [Fact] + public void EverySpecies_ReferencesARealClade() + { + var clades = Loader().LoadClades(); + var species = Loader().LoadSpecies(clades); + var cladeIds = clades.Select(c => c.Id).ToHashSet(StringComparer.OrdinalIgnoreCase); + foreach (var sp in species) + Assert.Contains(sp.CladeId, cladeIds); + } + + [Theory] + [InlineData("wolf", 1, 0, 1, 0, 1, 0)] + [InlineData("fox", 0, 1, 1, 0, 1, 0)] + [InlineData("coyote", 0, 0, 1, 0, 1, 1)] + [InlineData("lion", 1, 1, 0, 0, 0, 1)] + [InlineData("leopard", 0, 2, 0, 0, 0, 1)] + [InlineData("housecat", 0, 1, 0, 1, 0, 1)] + [InlineData("ferret", 0, 1, 0, 1, 0, 1)] + [InlineData("badger", 0, 1, 1, 1, 0, 0)] + [InlineData("wolverine", 1, 1, 0, 1, 0, 0)] + [InlineData("brown_bear", 1,-1, 2, 0, 0, 0)] + [InlineData("polar_bear", 0,-1, 2, 0, 1, 0)] + [InlineData("elk", 1, 1, 0, 0, 1, 0)] + [InlineData("deer", 0, 2, 0, 0, 1, 0)] + [InlineData("moose", 0, 1, 1, 0, 1, 0)] + [InlineData("rabbit", -1, 2, 0, 0, 1, 0)] + [InlineData("hare", -1, 2, 1, 0, 0, 0)] + [InlineData("bull", 2, 0, 1, 0, 0, 0)] + [InlineData("ram", 1, 0, 1, 0, 1, 0)] + [InlineData("bison", 1, 0, 2, 0, 0, 0)] + public void Clade_Plus_Species_AbilityMods_MatchQuickRefTable( + string speciesId, int str, int dex, int con, int @int, int wis, int cha) + { + var loader = Loader(); + var clades = loader.LoadClades(); + var species = loader.LoadSpecies(clades); + + var sp = species.Single(s => s.Id == speciesId); + var cl = clades.Single(c => c.Id == sp.CladeId); + + int Sum(string ability) => + (cl.AbilityMods.TryGetValue(ability, out var c) ? c : 0) + + (sp.AbilityMods.TryGetValue(ability, out var s) ? s : 0); + + Assert.Equal(str, Sum("STR")); + Assert.Equal(dex, Sum("DEX")); + Assert.Equal(con, Sum("CON")); + Assert.Equal(@int, Sum("INT")); + Assert.Equal(wis, Sum("WIS")); + Assert.Equal(cha, Sum("CHA")); + } + + [Fact] + public void EveryWeapon_HasDamageAndType() + { + var items = Loader().LoadItems(); + foreach (var i in items.Where(i => i.Kind == "weapon")) + { + Assert.False(string.IsNullOrWhiteSpace(i.Damage), $"weapon '{i.Id}' missing damage"); + Assert.False(string.IsNullOrWhiteSpace(i.DamageType), $"weapon '{i.Id}' missing damage_type"); + } + } + + [Fact] + public void EveryArmor_HasPositiveAcBase() + { + var items = Loader().LoadItems(); + foreach (var i in items.Where(i => i.Kind == "armor")) + Assert.True(i.AcBase > 0, $"armor '{i.Id}' has non-positive ac_base"); + } + + [Fact] + public void NpcZoneTable_HasOneEntryPerZone() + { + var items = Loader().LoadItems(); + var npcs = Loader().LoadNpcTemplates(items); + int expected = Theriapolis.Core.C.DANGER_ZONE_MAX - Theriapolis.Core.C.DANGER_ZONE_MIN + 1; + + foreach (var (kind, byZone) in npcs.SpawnKindToTemplateByZone) + Assert.Equal(expected, byZone.Length); + } + + [Fact] + public void NpcZoneTable_AllReferencedTemplatesExist() + { + var items = Loader().LoadItems(); + var npcs = Loader().LoadNpcTemplates(items); + var ids = npcs.Templates.Select(t => t.Id).ToHashSet(); + foreach (var (_, byZone) in npcs.SpawnKindToTemplateByZone) + foreach (var tid in byZone) + Assert.Contains(tid, ids); + } + + [Fact] + public void EveryNpcTemplate_HasPositiveHpAndAc() + { + var items = Loader().LoadItems(); + var npcs = Loader().LoadNpcTemplates(items); + foreach (var t in npcs.Templates) + { + Assert.True(t.Hp > 0, $"NPC '{t.Id}' has non-positive HP"); + Assert.True(t.Ac > 0, $"NPC '{t.Id}' has non-positive AC"); + } + } +} diff --git a/Theriapolis.Tests/Determinism/Phase23DeterminismTests.cs b/Theriapolis.Tests/Determinism/Phase23DeterminismTests.cs new file mode 100644 index 0000000..4fa5e94 --- /dev/null +++ b/Theriapolis.Tests/Determinism/Phase23DeterminismTests.cs @@ -0,0 +1,52 @@ +using Theriapolis.Core.World.Generation; +using Xunit; + +namespace Theriapolis.Tests.Determinism; + +/// +/// Phase 2+3 determinism contract: same seed → identical settlements and polylines. +/// Uses variant 0 and variant 1 so the fixture returns two independent pipeline +/// runs rather than comparing one cached context to itself. +/// +public sealed class Phase23DeterminismTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + + public Phase23DeterminismTests(WorldCache cache) => _cache = cache; + + [Fact] + public void SameSeed_ProducesIdenticalSettlements() + { + var h1 = _cache.Get(TestSeed, variant: 0).World.HashSettlements(); + var h2 = _cache.Get(TestSeed, variant: 1).World.HashSettlements(); + Assert.Equal(h1, h2); + } + + [Fact] + public void SameSeed_ProducesIdenticalPolylines() + { + var h1 = _cache.Get(TestSeed, variant: 0).World.HashPolylines(); + var h2 = _cache.Get(TestSeed, variant: 1).World.HashPolylines(); + Assert.Equal(h1, h2); + } + + [Fact] + public void DifferentSeeds_ProduceDifferentSettlements() + { + var h1 = _cache.Get(TestSeed).World.HashSettlements(); + var h2 = _cache.Get(TestSeed + 7).World.HashSettlements(); + Assert.NotEqual(h1, h2); + } + + [Theory] + [InlineData(0xABCD1234UL)] + [InlineData(0x00000001UL)] + [InlineData(0xDEADBEEFUL)] + public void MultipleSeeds_SettlementsAreDeterministic(ulong seed) + { + var h1 = _cache.Get(seed, variant: 0).World.HashSettlements(); + var h2 = _cache.Get(seed, variant: 1).World.HashSettlements(); + Assert.Equal(h1, h2); + } +} diff --git a/Theriapolis.Tests/Determinism/SeededRngTests.cs b/Theriapolis.Tests/Determinism/SeededRngTests.cs new file mode 100644 index 0000000..4f9c77e --- /dev/null +++ b/Theriapolis.Tests/Determinism/SeededRngTests.cs @@ -0,0 +1,77 @@ +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Determinism; + +/// +/// Phase 0 smoke tests: two SeededRng instances with the same seed must produce +/// identical outputs, and different seeds must diverge. +/// +public sealed class SeededRngTests +{ + [Fact] + public void SameSeed_ProducesSameSequence() + { + var a = new SeededRng(123); + var b = new SeededRng(123); + + for (int i = 0; i < 1000; i++) + Assert.Equal(a.NextUInt64(), b.NextUInt64()); + } + + [Fact] + public void DifferentSeeds_ProduceDifferentSequences() + { + var a = new SeededRng(123); + var b = new SeededRng(456); + + bool anyDifferent = false; + for (int i = 0; i < 10; i++) + if (a.NextUInt64() != b.NextUInt64()) { anyDifferent = true; break; } + + Assert.True(anyDifferent, "Different seeds should produce different sequences."); + } + + [Fact] + public void ZeroSeed_DoesNotGetStuck() + { + var rng = new SeededRng(0); + ulong prev = rng.NextUInt64(); + bool moved = false; + for (int i = 0; i < 5; i++) + { + ulong next = rng.NextUInt64(); + if (next != prev) { moved = true; break; } + prev = next; + } + Assert.True(moved, "RNG must advance even from seed 0."); + } + + [Fact] + public void NextFloat_InRange() + { + var rng = new SeededRng(999); + for (int i = 0; i < 10_000; i++) + { + float f = rng.NextFloat(); + Assert.True(f >= 0f && f < 1f, $"float {f} out of [0,1)"); + } + } + + [Fact] + public void ForSubsystem_DifferentTagsProduceDifferentStreams() + { + var a = SeededRng.ForSubsystem(0xDEADBEEF, Theriapolis.Core.C.RNG_TERRAIN); + var b = SeededRng.ForSubsystem(0xDEADBEEF, Theriapolis.Core.C.RNG_MOISTURE); + Assert.NotEqual(a.NextUInt64(), b.NextUInt64()); + } + + [Fact] + public void Seed123_FirstValue_IsReproducible() + { + // Two independent instances must produce the exact same first value. + var x = new SeededRng(123).NextUInt64(); + var y = new SeededRng(123).NextUInt64(); + Assert.Equal(x, y); + } +} diff --git a/Theriapolis.Tests/Determinism/WorldgenDeterminismTests.cs b/Theriapolis.Tests/Determinism/WorldgenDeterminismTests.cs new file mode 100644 index 0000000..1e6c19a --- /dev/null +++ b/Theriapolis.Tests/Determinism/WorldgenDeterminismTests.cs @@ -0,0 +1,61 @@ +using Theriapolis.Core.World.Generation; +using Xunit; + +namespace Theriapolis.Tests.Determinism; + +/// +/// Phase 1 determinism contract: +/// seed 0xCAFEBABE run twice → byte-identical elevation, moisture, temperature, +/// and biome arrays. +/// +/// Uses variant 0 and variant 1 so the WorldCache fixture returns two +/// independent pipeline runs of the same seed (otherwise comparing the cached +/// context against itself would prove nothing). +/// +public sealed class WorldgenDeterminismTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + + public WorldgenDeterminismTests(WorldCache cache) => _cache = cache; + + [Fact] + public void SameSeed_ProducesIdenticalElevation() + { + var h1 = _cache.Get(TestSeed, variant: 0).World.HashElevation(); + var h2 = _cache.Get(TestSeed, variant: 1).World.HashElevation(); + Assert.Equal(h1, h2); + } + + [Fact] + public void SameSeed_ProducesIdenticalMoisture() + { + var h1 = _cache.Get(TestSeed, variant: 0).World.HashMoisture(); + var h2 = _cache.Get(TestSeed, variant: 1).World.HashMoisture(); + Assert.Equal(h1, h2); + } + + [Fact] + public void SameSeed_ProducesIdenticalTemperature() + { + var h1 = _cache.Get(TestSeed, variant: 0).World.HashTemperature(); + var h2 = _cache.Get(TestSeed, variant: 1).World.HashTemperature(); + Assert.Equal(h1, h2); + } + + [Fact] + public void SameSeed_ProducesIdenticalBiomes() + { + var h1 = _cache.Get(TestSeed, variant: 0).World.HashBiomes(); + var h2 = _cache.Get(TestSeed, variant: 1).World.HashBiomes(); + Assert.Equal(h1, h2); + } + + [Fact] + public void DifferentSeeds_ProduceDifferentElevation() + { + var h1 = _cache.Get(TestSeed).World.HashElevation(); + var h2 = _cache.Get(TestSeed + 1).World.HashElevation(); + Assert.NotEqual(h1, h2); + } +} diff --git a/Theriapolis.Tests/Dialogue/DialogueRunnerTests.cs b/Theriapolis.Tests/Dialogue/DialogueRunnerTests.cs new file mode 100644 index 0000000..ce31f68 --- /dev/null +++ b/Theriapolis.Tests/Dialogue/DialogueRunnerTests.cs @@ -0,0 +1,240 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Dialogue; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Dialogue; + +/// +/// Phase 6 M3 — DialogueRunner mechanics: option visibility, effect +/// application (set_flag, give_item, rep_event, open_shop), skill-check +/// branching, deterministic dice, history scrollback. +/// +public sealed class DialogueRunnerTests +{ + private static ContentResolver LoadContent() + => new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + + private static Character WolfPc(ContentResolver content) + { + var b = new CharacterBuilder() + .WithClade(content.Clades["canidae"]) + .WithSpecies(content.Species["wolf"]) + .WithClass(content.Classes["fangsworn"]) + .WithBackground(content.Backgrounds["pack_raised"]) + .WithAbilities(new AbilityScores(13, 12, 14, 10, 10, 11)); + var classD = content.Classes["fangsworn"]; + int needed = classD.SkillsChoose; + var added = new HashSet(); + for (int i = 0; i < classD.SkillOptions.Length && added.Count < needed; i++) + { + try + { + var sk = SkillIdExtensions.FromJson(classD.SkillOptions[i]); + if (added.Add(sk)) b.ChooseSkill(sk); + } + catch (System.ArgumentException) { /* unknown skill in content */ } + } + return b.Build(); + } + + private static NpcActor SyntheticInnkeeper(ContentResolver content) + { + var template = content.Residents["generic_innkeeper"]; + return new NpcActor(template) { Id = 1, RoleTag = "test.innkeeper" }; + } + + private static (DialogueRunner runner, DialogueContext ctx) NewRunner( + DialogueDef tree, + ContentResolver content, + out PlayerReputation rep, + out Dictionary flags) + { + var pc = WolfPc(content); + var npc = SyntheticInnkeeper(content); + rep = new PlayerReputation(); + flags = new Dictionary(); + var ctx = new DialogueContext(npc, pc, rep, flags, content); + return (new DialogueRunner(tree, ctx, worldSeed: 0xCAFEBABEUL), ctx); + } + + private static DialogueDef SimpleTree() + => new DialogueDef + { + Id = "test_simple", + Root = "intro", + Nodes = new[] + { + new DialogueNodeDef + { + Id = "intro", + Speaker = "npc", + Text = "Welcome.", + Options = new[] + { + new DialogueOptionDef + { + Text = "Take this gift.", + Next = "thanks", + Effects = new[] { new DialogueEffectDef { Kind = "set_flag", Flag = "gifted", Value = 1 } }, + }, + new DialogueOptionDef { Text = "Goodbye.", Next = "" }, + }, + }, + new DialogueNodeDef { Id = "thanks", Speaker = "npc", Text = "You shouldn't have." }, + }, + }; + + private static DialogueDef TreeWithSkillCheck() + => new DialogueDef + { + Id = "test_check", + Root = "intro", + Nodes = new[] + { + new DialogueNodeDef + { + Id = "intro", + Speaker = "npc", + Text = "Try me.", + Options = new[] + { + new DialogueOptionDef + { + Text = "Persuade", + SkillCheck = new DialogueSkillCheckDef { Skill = "persuasion", Dc = 5 }, + NextOnSuccess = "yes", + NextOnFailure = "no", + EffectsOnSuccess = new[] { new DialogueEffectDef { Kind = "set_flag", Flag = "won" } }, + EffectsOnFailure = new[] { new DialogueEffectDef { Kind = "set_flag", Flag = "lost" } }, + }, + }, + }, + new DialogueNodeDef { Id = "yes", Speaker = "npc", Text = "Fine." }, + new DialogueNodeDef { Id = "no", Speaker = "npc", Text = "No way." }, + }, + }; + + [Fact] + public void StartsAtRoot_AppendsOpeningLine() + { + var content = LoadContent(); + var (runner, _) = NewRunner(SimpleTree(), content, out _, out _); + Assert.False(runner.IsOver); + Assert.Equal("intro", runner.CurrentNode.Id); + Assert.Single(runner.History); // the opening NPC line + } + + [Fact] + public void ChooseOption_AppliesEffectAndAdvances() + { + var content = LoadContent(); + var (runner, _) = NewRunner(SimpleTree(), content, out _, out var flags); + var result = runner.ChooseOption(0); + Assert.Equal("thanks", runner.CurrentNode.Id); + Assert.True(flags.ContainsKey("gifted") && flags["gifted"] == 1); + Assert.False(result.ClosedAfter); + } + + [Fact] + public void EndOption_ClosesDialogue() + { + var content = LoadContent(); + var (runner, _) = NewRunner(SimpleTree(), content, out _, out _); + runner.ChooseOption(1); + Assert.True(runner.IsOver); + } + + [Fact] + public void SkillCheck_BranchesOnRoll() + { + // DC=5 against a STR/DEX-leaning Fangsworn with 11 CHA → mod = 0, + // so the d20 alone must clear 5. Most rolls succeed. + var content = LoadContent(); + var (runner, _) = NewRunner(TreeWithSkillCheck(), content, out _, out var flags); + runner.ChooseOption(0); + bool won = flags.ContainsKey("won"); + bool lost = flags.ContainsKey("lost"); + Assert.True(won ^ lost, "exactly one of won/lost must be set"); + Assert.True(runner.IsOver || runner.CurrentNode.Id is "yes" or "no"); + } + + [Fact] + public void SkillCheck_IsDeterministic_ForSameSeedAndOptionIndex() + { + var content = LoadContent(); + + // Run two independent runners on the same seed; both should pick the + // same branch. + var (r1, _) = NewRunner(TreeWithSkillCheck(), content, out _, out var f1); + var (r2, _) = NewRunner(TreeWithSkillCheck(), content, out _, out var f2); + r1.ChooseOption(0); + r2.ChooseOption(0); + Assert.Equal(f1.ContainsKey("won"), f2.ContainsKey("won")); + Assert.Equal(r1.CurrentNode.Id, r2.CurrentNode.Id); + } + + [Fact] + public void Effect_OpenShop_SetsContextFlag() + { + var tree = new DialogueDef + { + Id = "shop_test", Root = "n", + Nodes = new[] + { + new DialogueNodeDef + { + Id = "n", Speaker = "npc", Text = "Hi", + Options = new[] + { + new DialogueOptionDef { Text = "Browse.", Effects = new[] { new DialogueEffectDef { Kind = "open_shop" } }, Next = "" }, + }, + }, + }, + }; + var content = LoadContent(); + var (runner, ctx) = NewRunner(tree, content, out _, out _); + runner.ChooseOption(0); + Assert.True(ctx.ShopRequested); + } + + [Fact] + public void Effect_RepEvent_SubmitsToReputation() + { + var tree = new DialogueDef + { + Id = "rep_test", Root = "n", + Nodes = new[] + { + new DialogueNodeDef + { + Id = "n", Speaker = "npc", Text = "Hi", + Options = new[] + { + new DialogueOptionDef + { + Text = "Insult.", + Effects = new[] + { + new DialogueEffectDef + { + Kind = "rep_event", + Event = new DialogueRepEventDef { Kind = "Dialogue", Magnitude = -5 }, + }, + }, + Next = "", + }, + }, + }, + }, + }; + var content = LoadContent(); + var (runner, _) = NewRunner(tree, content, out var rep, out _); + runner.ChooseOption(0); + Assert.True(rep.Personal["test.innkeeper"].Score < 0); + } +} diff --git a/Theriapolis.Tests/Dialogue/OptionConditionTests.cs b/Theriapolis.Tests/Dialogue/OptionConditionTests.cs new file mode 100644 index 0000000..eaee41c --- /dev/null +++ b/Theriapolis.Tests/Dialogue/OptionConditionTests.cs @@ -0,0 +1,160 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Dialogue; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Dialogue; + +/// +/// Phase 6 M3 — option visibility predicates: rep_at_least, has_flag, +/// has_item, ability_min, and their negations. The runner hides options +/// whose conditions fail; the visible-option iterator must skip them. +/// +public sealed class OptionConditionTests +{ + private static ContentResolver Content() => + new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + + private static (DialogueRunner runner, PlayerReputation rep, Dictionary flags, Character pc) + Setup(DialogueDef tree) + { + var content = Content(); + var pc = new CharacterBuilder() + .WithClade(content.Clades["canidae"]) + .WithSpecies(content.Species["wolf"]) + .WithClass(content.Classes["fangsworn"]) + .WithBackground(content.Backgrounds["pack_raised"]) + .WithAbilities(new AbilityScores(13, 12, 14, 10, 14, 11)) + .ChooseSkill(SkillId.Athletics) + .ChooseSkill(SkillId.Perception) + .Build(); + var npc = new NpcActor(content.Residents["generic_innkeeper"]) { Id = 1, RoleTag = "test.npc" }; + var rep = new PlayerReputation(); + var flags = new Dictionary(); + var ctx = new DialogueContext(npc, pc, rep, flags, content); + return (new DialogueRunner(tree, ctx, 0xCAFEBABEUL), rep, flags, pc); + } + + private static DialogueDef OneNode(params DialogueOptionDef[] opts) + => new DialogueDef + { + Id = "test_opts", + Root = "n", + Nodes = new[] + { + new DialogueNodeDef { Id = "n", Speaker = "npc", Text = "?", Options = opts }, + }, + }; + + [Fact] + public void HasFlag_HidesUntilSet() + { + var tree = OneNode( + new DialogueOptionDef { Text = "Visible only after gifted", + Conditions = new[] { new DialogueConditionDef { Kind = "has_flag", Flag = "gifted" } }, + Next = "" }); + var (r, _, flags, _) = Setup(tree); + Assert.Empty(r.VisibleOptions()); + flags["gifted"] = 1; + Assert.Single(r.VisibleOptions()); + } + + [Fact] + public void NotHasFlag_VisibleUntilSet() + { + var tree = OneNode( + new DialogueOptionDef { Text = "Visible until done", + Conditions = new[] { new DialogueConditionDef { Kind = "not_has_flag", Flag = "done" } }, + Next = "" }); + var (r, _, flags, _) = Setup(tree); + Assert.Single(r.VisibleOptions()); + flags["done"] = 1; + Assert.Empty(r.VisibleOptions()); + } + + [Fact] + public void RepAtLeast_GatesOnFactionStanding() + { + var tree = OneNode( + new DialogueOptionDef { Text = "Friendly only", + Conditions = new[] { new DialogueConditionDef { Kind = "rep_at_least", Faction = "covenant_enforcers", Value = 25 } }, + Next = "" }); + var (r, rep, _, _) = Setup(tree); + Assert.Empty(r.VisibleOptions()); + rep.Factions.Set("covenant_enforcers", 25); + Assert.Single(r.VisibleOptions()); + rep.Factions.Set("covenant_enforcers", 24); + Assert.Empty(r.VisibleOptions()); + } + + [Fact] + public void RepAtLeast_NoFaction_ChecksEffectiveDisposition() + { + var tree = OneNode( + new DialogueOptionDef { Text = "Personal only", + Conditions = new[] { new DialogueConditionDef { Kind = "rep_at_least", Value = 30 } }, + Next = "" }); + var (r, rep, _, _) = Setup(tree); + Assert.Empty(r.VisibleOptions()); + // Pump personal disposition above threshold. + rep.PersonalFor("test.npc").Apply(new RepEvent { Kind = RepEventKind.Aid, RoleTag = "test.npc", Magnitude = 60 }); + Assert.Single(r.VisibleOptions()); + } + + [Fact] + public void AbilityMin_GatesOnAbilityMod() + { + var tree = OneNode( + new DialogueOptionDef { Text = "Wise option", + Conditions = new[] { new DialogueConditionDef { Kind = "ability_min", Ability = "WIS", Value = 2 } }, + Next = "" }); + // Setup gave the PC WIS=14 → mod=+2; passes. + var (r, _, _, _) = Setup(tree); + Assert.Single(r.VisibleOptions()); + + // Higher threshold fails. + var tree2 = OneNode( + new DialogueOptionDef { Text = "Sage option", + Conditions = new[] { new DialogueConditionDef { Kind = "ability_min", Ability = "WIS", Value = 5 } }, + Next = "" }); + var (r2, _, _, _) = Setup(tree2); + Assert.Empty(r2.VisibleOptions()); + } + + [Fact] + public void HasItem_DependsOnInventory() + { + var content = Content(); + var tree = OneNode( + new DialogueOptionDef { Text = "Show me your knife", + Conditions = new[] { new DialogueConditionDef { Kind = "has_item", Id = "fang_knife" } }, + Next = "" }); + var (r, _, _, pc) = Setup(tree); + Assert.Empty(r.VisibleOptions()); + pc.Inventory.Add(content.Items["fang_knife"]); + Assert.Single(r.VisibleOptions()); + } + + [Fact] + public void MultipleConditions_AreAnded() + { + var tree = OneNode( + new DialogueOptionDef { Text = "Both", + Conditions = new[] + { + new DialogueConditionDef { Kind = "has_flag", Flag = "a" }, + new DialogueConditionDef { Kind = "has_flag", Flag = "b" }, + }, + Next = "" }); + var (r, _, flags, _) = Setup(tree); + Assert.Empty(r.VisibleOptions()); + flags["a"] = 1; + Assert.Empty(r.VisibleOptions()); + flags["b"] = 1; + Assert.Single(r.VisibleOptions()); + } +} diff --git a/Theriapolis.Tests/Dialogue/ShopPricingTests.cs b/Theriapolis.Tests/Dialogue/ShopPricingTests.cs new file mode 100644 index 0000000..080a98a --- /dev/null +++ b/Theriapolis.Tests/Dialogue/ShopPricingTests.cs @@ -0,0 +1,64 @@ +using Theriapolis.Core; +using Theriapolis.Core.Rules.Dialogue; +using Theriapolis.Core.Rules.Reputation; +using Xunit; + +namespace Theriapolis.Tests.Dialogue; + +/// +/// Phase 6 M3 — disposition-driven shop pricing per the design doc. +/// +public sealed class ShopPricingTests +{ + [Fact] + public void ServiceAvailable_RefusesAtNemesisAndHostile() + { + Assert.False(ShopPricing.ServiceAvailable(-100)); + Assert.False(ShopPricing.ServiceAvailable( -90)); + Assert.False(ShopPricing.ServiceAvailable( -76)); + Assert.False(ShopPricing.ServiceAvailable( -75)); + Assert.False(ShopPricing.ServiceAvailable( -60)); + Assert.False(ShopPricing.ServiceAvailable( -51)); + Assert.True(ShopPricing.ServiceAvailable( -50)); + Assert.True(ShopPricing.ServiceAvailable( 0)); + Assert.True(ShopPricing.ServiceAvailable( 100)); + } + + [Fact] + public void BuyMultiplier_HitsKeyTiers() + { + Assert.Equal(1.25f, ShopPricing.BuyMultiplier(-30)); // Antagonistic + Assert.Equal(1.25f, ShopPricing.BuyMultiplier(-10)); // Unfriendly + Assert.Equal(1.00f, ShopPricing.BuyMultiplier( 0)); // Neutral + Assert.Equal(0.90f, ShopPricing.BuyMultiplier( 10)); // Favorable + Assert.Equal(0.80f, ShopPricing.BuyMultiplier( 30)); // Friendly + Assert.Equal(0.70f, ShopPricing.BuyMultiplier( 60)); // Allied + Assert.Equal(0.60f, ShopPricing.BuyMultiplier( 90)); // Champion + } + + [Fact] + public void BuyPriceFor_RoundsUp_NeverBelowOne() + { + // Item base cost 10 fang, friendly disposition (×0.80) = 8 fang. + Assert.Equal(8, ShopPricing.BuyPriceFor(10, 30)); + // Champion (×0.60) = 6. + Assert.Equal(6, ShopPricing.BuyPriceFor(10, 90)); + // Tiny item, large discount, but minimum 1. + Assert.Equal(1, ShopPricing.BuyPriceFor(1, 90)); + } + + [Fact] + public void SellPriceFor_FloorsToZero_AtRefusedTiers() + { + Assert.Equal(0, ShopPricing.SellPriceFor(20, -90)); // Nemesis + Assert.Equal(0, ShopPricing.SellPriceFor(20, -60)); // Hostile + } + + [Fact] + public void SellPriceFor_BetterAtHigherTrust() + { + int neutral = ShopPricing.SellPriceFor(40, 0); + int champion = ShopPricing.SellPriceFor(40, 90); + Assert.True(champion > neutral, $"Champion sell ({champion}) should beat neutral ({neutral})."); + } +} diff --git a/Theriapolis.Tests/Dungeons/CharacterRollLevelFlagTests.cs b/Theriapolis.Tests/Dungeons/CharacterRollLevelFlagTests.cs new file mode 100644 index 0000000..111fba6 --- /dev/null +++ b/Theriapolis.Tests/Dungeons/CharacterRollLevelFlagTests.cs @@ -0,0 +1,109 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M0 — verifies the headless level-up loop the +/// character-roll --level N Tools flag uses. The Tools command +/// re-creates this loop in ; +/// this test asserts the API contract works deterministically without +/// invoking the Tools assembly directly. +/// +public sealed class CharacterRollLevelFlagTests +{ + private static (Character pc, IReadOnlyDictionary subs) BuildBase() + { + var loader = new ContentLoader(TestHelpers.DataDirectory); + var content = new ContentResolver(loader); + + var b = new CharacterBuilder + { + Clade = content.Clades["canidae"], + Species = content.Species["wolf"], + ClassDef = content.Classes["fangsworn"], + Background = content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 10, 12, 8), + Name = "Test", + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + Assert.True(b.Validate(out _)); + return (b.Build(content.Items), content.Subclasses); + } + + private static Character LevelTo(int target, ulong worldSeed = 12345UL, ulong msOverride = 0UL) + { + var (pc, subs) = BuildBase(); + for (int lv = 2; lv <= target; lv++) + { + ulong seed = worldSeed ^ msOverride ^ C.RNG_LEVELUP ^ (ulong)lv; + var result = LevelUpFlow.Compute(pc, lv, seed, takeAverage: true, subclasses: subs); + var choices = new LevelUpChoices + { + TakeAverageHp = true, + SubclassId = result.GrantsSubclassChoice && pc.ClassDef.SubclassIds.Length > 0 + ? pc.ClassDef.SubclassIds[0] + : null, + }; + if (result.GrantsAsiChoice) + choices.AsiAdjustments[AbilityId.CON] = 2; + pc.ApplyLevelUp(result, choices); + } + return pc; + } + + [Fact] + public void LevelN_ProducesExpectedLevelAndProficiency() + { + var pc1 = LevelTo(1); + Assert.Equal(1, pc1.Level); + Assert.Equal(2, pc1.ProficiencyBonus); + + var pc5 = LevelTo(5); + Assert.Equal(5, pc5.Level); + Assert.Equal(3, pc5.ProficiencyBonus); + + var pc11 = LevelTo(11); + Assert.Equal(11, pc11.Level); + Assert.Equal(4, pc11.ProficiencyBonus); + } + + [Fact] + public void LevelN_PicksSubclassAtLevelThree() + { + var pc3 = LevelTo(3); + Assert.Equal(3, pc3.Level); + Assert.False(string.IsNullOrEmpty(pc3.SubclassId), + "level-3 character must have a subclass selected"); + } + + [Fact] + public void LevelN_AppliesAsiAtLevelFour() + { + // Auto-pilot ASI puts +2 to CON at level 4 (one of the C.ASI_LEVELS). + // Compare CON pre/post — clade + species mods are baked in by the + // builder, so absolute values vary by build choices but the + // delta is exactly 2. + var pc3 = LevelTo(3); + var pc4 = LevelTo(4); + Assert.Equal(pc3.Abilities.CON + 2, pc4.Abilities.CON); + } + + [Fact] + public void LevelN_IsDeterministic() + { + var a = LevelTo(7, worldSeed: 99UL, msOverride: 12345UL); + var b = LevelTo(7, worldSeed: 99UL, msOverride: 12345UL); + Assert.Equal(a.Level, b.Level); + Assert.Equal(a.MaxHp, b.MaxHp); + Assert.Equal(a.SubclassId, b.SubclassId); + } +} diff --git a/Theriapolis.Tests/Dungeons/ClademorphicMovementTests.cs b/Theriapolis.Tests/Dungeons/ClademorphicMovementTests.cs new file mode 100644 index 0000000..5f9bf1c --- /dev/null +++ b/Theriapolis.Tests/Dungeons/ClademorphicMovementTests.cs @@ -0,0 +1,160 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Dungeons; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M2 — clade-responsive movement multiplier tests. Verifies the +/// table from Phase 7 plan §5.4 and that hybrid PCs use the dominant- +/// lineage's presenting size for the lookup. +/// +public sealed class ClademorphicMovementTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Plan §5.4 table values ──────────────────────────────────────────── + + [Fact] + public void LargePc_InMustelidTunnel_PaysHeavyMultiplier() + { + Assert.Equal(C.MOVE_COST_MISMATCH_HEAVY, + ClademorphicMovement.GetCostMultiplier(SizeCategory.Large, "mustelid")); + } + + [Fact] + public void MediumLargePc_InMustelidTunnel_PaysMediumMultiplier() + { + Assert.Equal(C.MOVE_COST_MISMATCH_MED, + ClademorphicMovement.GetCostMultiplier(SizeCategory.MediumLarge, "mustelid")); + } + + [Fact] + public void MediumPc_InMustelidTunnel_PaysLightMultiplier() + { + Assert.Equal(C.MOVE_COST_MISMATCH_LIGHT, + ClademorphicMovement.GetCostMultiplier(SizeCategory.Medium, "mustelid")); + } + + [Fact] + public void SmallPc_InMustelidTunnel_NoPenalty() + { + Assert.Equal(1.0f, + ClademorphicMovement.GetCostMultiplier(SizeCategory.Small, "mustelid")); + } + + [Fact] + public void SmallPc_InUrsidHall_PaysExposedMultiplier() + { + Assert.Equal(C.MOVE_COST_MISMATCH_MED, + ClademorphicMovement.GetCostMultiplier(SizeCategory.Small, "ursid")); + } + + [Fact] + public void LargePc_InCervidHall_PaysAntlerClearancePenalty() + { + Assert.Equal(C.MOVE_COST_MISMATCH_LIGHT, + ClademorphicMovement.GetCostMultiplier(SizeCategory.Large, "cervid")); + } + + [Fact] + public void AnyPc_InImperiumOrNoneRoom_NoPenalty() + { + foreach (var size in new[] { SizeCategory.Small, SizeCategory.Medium, SizeCategory.MediumLarge, SizeCategory.Large }) + { + Assert.Equal(1.0f, ClademorphicMovement.GetCostMultiplier(size, "imperium")); + Assert.Equal(1.0f, ClademorphicMovement.GetCostMultiplier(size, "none")); + Assert.Equal(1.0f, ClademorphicMovement.GetCostMultiplier(size, "")); + } + } + + [Fact] + public void UnknownBuiltBy_NoPenalty() + { + Assert.Equal(1.0f, ClademorphicMovement.GetCostMultiplier(SizeCategory.Large, "garbage")); + } + + // ── Hybrid PC presenting-size lookup ───────────────────────────────── + + [Fact] + public void HybridPc_UsesPresentingClade_ForSizeLookup() + { + // Build a Wolf-Folk × Hare-Folk hybrid presenting as Hare-Folk + // (Dam dominant). EffectiveSize should be the presenting species' size. + var pc = BuildHybrid( + sireClade: "canidae", sireSpecies: "wolf", + damClade: "leporidae", damSpecies: "hare", + dominant: ParentLineage.Dam); + + // The hybrid build path picked Hare-Folk as the presenting species, + // so EffectiveSize should match Character.Size (which the builder + // already set to Hare-Folk's size category). + Assert.Equal(pc.Size, ClademorphicMovement.EffectiveSize(pc)); + + // Whichever species the builder chose, the multiplier should match + // its size's lookup in a Mustelid tunnel. + var expected = ClademorphicMovement.GetCostMultiplier(pc.Size, "mustelid"); + Assert.Equal(expected, ClademorphicMovement.GetCostMultiplier(pc, "mustelid")); + } + + [Fact] + public void NonHybridPc_UsesOwnSize_ForLookup() + { + var pc = BuildPurebred("canidae", "wolf"); // wolf = MediumLarge + Assert.Equal(SizeCategory.MediumLarge, pc.Size); + Assert.Equal(C.MOVE_COST_MISMATCH_MED, + ClademorphicMovement.GetCostMultiplier(pc, "mustelid")); + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private Character BuildPurebred(string cladeId, string speciesId) + { + var b = new CharacterBuilder + { + Clade = _content.Clades[cladeId], + Species = _content.Species[speciesId], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 10, 12, 8), + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } + + private Character BuildHybrid( + string sireClade, string sireSpecies, + string damClade, string damSpecies, + ParentLineage dominant) + { + var b = new CharacterBuilder + { + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 10, 12, 8), + IsHybridOrigin = true, + HybridSireClade = _content.Clades[sireClade], + HybridSireSpecies = _content.Species[sireSpecies], + HybridDamClade = _content.Clades[damClade], + HybridDamSpecies = _content.Species[damSpecies], + HybridDominantParent = dominant, + }; + // Chosen skills don't matter for size-of-character — pick first N. + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + Assert.True(b.TryBuildHybrid(_content.Items, out var character, out _)); + return character!; + } +} diff --git a/Theriapolis.Tests/Dungeons/ConsumableHandlerTests.cs b/Theriapolis.Tests/Dungeons/ConsumableHandlerTests.cs new file mode 100644 index 0000000..4cd3be5 --- /dev/null +++ b/Theriapolis.Tests/Dungeons/ConsumableHandlerTests.cs @@ -0,0 +1,185 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M2 — central consumable-dispatch tests + Phase 6.5 M4 carryover +/// (Hybrid Medical Incompatibility scaling on healing potions). +/// +public sealed class ConsumableHandlerTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Healing potion ─────────────────────────────────────────────────── + + [Fact] + public void Consume_HealingPotion_RestoresHp() + { + var pc = MakePurebred(); + pc.CurrentHp = 1; + var potion = _content.Items["healing_potion"]; + + var result = ConsumableHandler.Consume(potion, pc, seed: 0xFEEDUL); + + Assert.True(result.IsSuccess); + Assert.Equal(ConsumeResult.ResultKind.Healed, result.Kind); + Assert.True(result.HealedAmount >= 4, // 2d4+2 minimum = 4 + $"healing potion should heal ≥ 4 HP, healed {result.HealedAmount}"); + Assert.True(pc.CurrentHp > 1); + } + + [Fact] + public void Consume_HealingPotion_OnHybridPc_AppliesMedicalIncompatibility() + { + var pcPure = MakePurebred(); + var pcHybrid = MakeHybrid(); + // Pin both at 1 HP; same seed so the dice are identical. + pcPure.CurrentHp = 1; + pcHybrid.CurrentHp = 1; + // Boost MaxHp so neither caps to MaxHp. + pcPure.MaxHp = 100; + pcHybrid.MaxHp = 100; + var potion = _content.Items["healing_potion"]; + + var pureResult = ConsumableHandler.Consume(potion, pcPure, seed: 42UL); + var hybridResult = ConsumableHandler.Consume(potion, pcHybrid, seed: 42UL); + + // Hybrid should heal 75% (round down, min 1) of the same dice roll. + // 0.75 * 4 = 3, 0.75 * 8 = 6, 0.75 * 10 = 7. So hybrid amount < pure + // amount whenever the pure roll is ≥ 4 (which 2d4+2 always is). + Assert.True(hybridResult.IsSuccess); + Assert.True(hybridResult.WasScaledForHybrid); + Assert.True(hybridResult.HealedAmount < pureResult.HealedAmount, + $"hybrid {hybridResult.HealedAmount} should be < pure {pureResult.HealedAmount}"); + Assert.True(hybridResult.HealedAmount >= 1, "min-heal floor is 1 even for hybrids"); + } + + [Fact] + public void Consume_HealingPotion_DeterministicForSameSeed() + { + var pcA = MakePurebred(); pcA.CurrentHp = 1; pcA.MaxHp = 100; + var pcB = MakePurebred(); pcB.CurrentHp = 1; pcB.MaxHp = 100; + var potion = _content.Items["healing_potion"]; + + var a = ConsumableHandler.Consume(potion, pcA, seed: 0xC0FFEEUL); + var b = ConsumableHandler.Consume(potion, pcB, seed: 0xC0FFEEUL); + Assert.Equal(a.HealedAmount, b.HealedAmount); + } + + // ── Scent masks ────────────────────────────────────────────────────── + + [Fact] + public void Consume_ScentMaskBasic_OnHybridPc_SetsBasicTier() + { + var pc = MakeHybrid(); + var mask = _content.Items["scent_mask_basic"]; + + var result = ConsumableHandler.Consume(mask, pc, seed: 0); + + Assert.True(result.IsSuccess); + Assert.Equal(ConsumeResult.ResultKind.MaskApplied, result.Kind); + Assert.Equal(ScentMaskTier.Basic, result.MaskTier); + Assert.True(result.MaskHadEffect); + Assert.Equal(ScentMaskTier.Basic, pc.Hybrid!.ActiveMaskTier); + } + + [Fact] + public void Consume_ScentMaskMilitary_OnHybridPc_SetsMilitaryTier() + { + var pc = MakeHybrid(); + var mask = _content.Items["scent_mask_military"]; + var result = ConsumableHandler.Consume(mask, pc, seed: 0); + Assert.Equal(ScentMaskTier.Military, result.MaskTier); + Assert.Equal(ScentMaskTier.Military, pc.Hybrid!.ActiveMaskTier); + } + + [Fact] + public void Consume_ScentMaskDeepCover_OnHybridPc_SetsDeepCoverTier() + { + var pc = MakeHybrid(); + var mask = _content.Items["scent_mask_deep_cover"]; + var result = ConsumableHandler.Consume(mask, pc, seed: 0); + Assert.Equal(ScentMaskTier.DeepCover, result.MaskTier); + Assert.Equal(ScentMaskTier.DeepCover, pc.Hybrid!.ActiveMaskTier); + } + + [Fact] + public void Consume_ScentMask_OnPurebredPc_SucceedsWithoutEffect() + { + var pc = MakePurebred(); + var mask = _content.Items["scent_mask_basic"]; + var result = ConsumableHandler.Consume(mask, pc, seed: 0); + Assert.True(result.IsSuccess); + Assert.False(result.MaskHadEffect); + } + + // ── Rejection paths ────────────────────────────────────────────────── + + [Fact] + public void Consume_NonConsumable_Rejects() + { + var pc = MakePurebred(); + var weapon = _content.Items["fang_knife"]; // kind = "weapon" + var result = ConsumableHandler.Consume(weapon, pc, seed: 0); + Assert.Equal(ConsumeResult.ResultKind.Rejected, result.Kind); + } + + [Fact] + public void Consume_UnknownConsumableKind_ReturnsUnrecognized() + { + var pc = MakePurebred(); + var unknown = new ItemDef { Id = "fake_consumable", Kind = "consumable", ConsumableKind = "tea_party" }; + var result = ConsumableHandler.Consume(unknown, pc, seed: 0); + Assert.Equal(ConsumeResult.ResultKind.Unrecognized, result.Kind); + Assert.Equal("fake_consumable", result.UnrecognizedItemId); + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private Character MakePurebred() + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 10, 12, 8), + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } + + private Character MakeHybrid() + { + var b = new CharacterBuilder + { + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 10, 12, 8), + IsHybridOrigin = true, + HybridSireClade = _content.Clades["canidae"], + HybridSireSpecies = _content.Species["wolf"], + HybridDamClade = _content.Clades["leporidae"], + HybridDamSpecies = _content.Species["hare"], + HybridDominantParent = ParentLineage.Sire, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + Assert.True(b.TryBuildHybrid(_content.Items, out var ch, out _)); + return ch!; + } +} diff --git a/Theriapolis.Tests/Dungeons/DungeonGeneratorTests.cs b/Theriapolis.Tests/Dungeons/DungeonGeneratorTests.cs new file mode 100644 index 0000000..8bba20f --- /dev/null +++ b/Theriapolis.Tests/Dungeons/DungeonGeneratorTests.cs @@ -0,0 +1,246 @@ +using System.Diagnostics; +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Dungeons; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M1 — engine-level tests for the dungeon generator. These use the +/// authored M0 vertical-slice content (5 imperium + 3 mine + 2 cave +/// templates, 2 layouts) and assert the engine's contracts: +/// - Determinism: same (seed, poi) → byte-identical Dungeon. +/// - Reachability: every Room reachable from Entrance via Connections. +/// - Scale: room count stays within the layout's declared band. +/// - Budget: generation completes in < 400ms even under retry-fallback. +/// +public sealed class DungeonGeneratorTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Determinism ────────────────────────────────────────────────────── + + [Fact] + public void Generate_SameSeedAndPoi_ProducesIdenticalDungeon() + { + const ulong seed = 0xCAFE12345UL; + const int poi = 7; + + var a = DungeonGenerator.Generate(seed, poi, PoiType.ImperiumRuin, _content); + var b = DungeonGenerator.Generate(seed, poi, PoiType.ImperiumRuin, _content); + + Assert.Equal(a.PoiId, b.PoiId); + Assert.Equal(a.Type, b.Type); + Assert.Equal(a.W, b.W); + Assert.Equal(a.H, b.H); + Assert.Equal(a.EntranceTile, b.EntranceTile); + Assert.Equal(a.Rooms.Length, b.Rooms.Length); + for (int i = 0; i < a.Rooms.Length; i++) + { + Assert.Equal(a.Rooms[i].TemplateId, b.Rooms[i].TemplateId); + Assert.Equal(a.Rooms[i].AabbX, b.Rooms[i].AabbX); + Assert.Equal(a.Rooms[i].AabbY, b.Rooms[i].AabbY); + Assert.Equal(a.Rooms[i].Role, b.Rooms[i].Role); + } + Assert.Equal(a.Connections.Length, b.Connections.Length); + for (int i = 0; i < a.Connections.Length; i++) + Assert.Equal(a.Connections[i], b.Connections[i]); + + // Tile array byte-identical. + Assert.Equal(a.W * a.H, b.W * b.H); + for (int y = 0; y < a.H; y++) + for (int x = 0; x < a.W; x++) + { + Assert.Equal(a.Tiles[x, y].Surface, b.Tiles[x, y].Surface); + Assert.Equal(a.Tiles[x, y].Deco, b.Tiles[x, y].Deco); + } + } + + [Fact] + public void Generate_DifferentSeed_ProducesDifferentDungeon() + { + var a = DungeonGenerator.Generate(0x1111UL, 5, PoiType.ImperiumRuin, _content); + var b = DungeonGenerator.Generate(0x2222UL, 5, PoiType.ImperiumRuin, _content); + + // Same template count is fine, but at least *something* must differ. + bool differs = a.W != b.W || a.H != b.H + || a.Rooms.Length != b.Rooms.Length + || (a.Rooms.Length == b.Rooms.Length && !RoomLayoutsMatch(a, b)); + Assert.True(differs, + "Different worldSeeds should produce divergent layouts (room mix or geometry)."); + } + + [Fact] + public void Generate_DifferentPoi_ProducesDifferentDungeon() + { + var a = DungeonGenerator.Generate(0xBEEFUL, 1, PoiType.ImperiumRuin, _content); + var b = DungeonGenerator.Generate(0xBEEFUL, 2, PoiType.ImperiumRuin, _content); + + bool differs = a.W != b.W || a.H != b.H + || a.Rooms.Length != b.Rooms.Length + || (a.Rooms.Length == b.Rooms.Length && !RoomLayoutsMatch(a, b)); + Assert.True(differs, + "Different poiIds at the same seed should produce divergent layouts."); + } + + private static bool RoomLayoutsMatch(Dungeon a, Dungeon b) + { + for (int i = 0; i < a.Rooms.Length; i++) + if (a.Rooms[i].TemplateId != b.Rooms[i].TemplateId + || a.Rooms[i].AabbX != b.Rooms[i].AabbX + || a.Rooms[i].AabbY != b.Rooms[i].AabbY) + return false; + return true; + } + + // ── Reachability ───────────────────────────────────────────────────── + + [Fact] + public void Generate_EveryRoom_ReachableFromEntrance() + { + // Sample 20 (seed, poi) pairs and assert reachability for each. + for (int i = 0; i < 20; i++) + { + ulong seed = 0x1000000UL + (ulong)i; + int poi = i; + var d = DungeonGenerator.Generate(seed, poi, PoiType.ImperiumRuin, _content); + AssertAllRoomsReachable(d); + } + } + + [Fact] + public void Generate_Mine_AllRoomsReachable() + { + for (int i = 0; i < 10; i++) + { + var d = DungeonGenerator.Generate(0x70UL + (ulong)i, i, PoiType.AbandonedMine, _content); + AssertAllRoomsReachable(d); + } + } + + private static void AssertAllRoomsReachable(Dungeon d) + { + if (d.Rooms.Length == 0) return; + var adj = new List[d.Rooms.Length]; + for (int i = 0; i < d.Rooms.Length; i++) adj[i] = new List(); + foreach (var c in d.Connections) + { + adj[c.RoomA].Add(c.RoomB); + adj[c.RoomB].Add(c.RoomA); + } + var visited = new bool[d.Rooms.Length]; + var queue = new Queue(); + queue.Enqueue(0); + visited[0] = true; + while (queue.Count > 0) + { + int n = queue.Dequeue(); + foreach (int m in adj[n]) + if (!visited[m]) { visited[m] = true; queue.Enqueue(m); } + } + for (int i = 0; i < d.Rooms.Length; i++) + Assert.True(visited[i], $"Room {i} ({d.Rooms[i].TemplateId}) unreachable from Room 0."); + } + + // ── Scale ──────────────────────────────────────────────────────────── + + [Fact] + public void Generate_RoomCount_StaysWithinLayoutBand() + { + // imperium_medium: 6..10 rooms. + for (int i = 0; i < 10; i++) + { + var d = DungeonGenerator.Generate(0xA0UL + (ulong)i, i, PoiType.ImperiumRuin, _content); + Assert.InRange(d.Rooms.Length, + C.DUNGEON_MED_ROOMS_MIN, + C.DUNGEON_MED_ROOMS_MAX); + } + } + + [Fact] + public void Generate_Mine_RoomCount_StaysWithinSmallBand() + { + // mine_small: 3..5 rooms. + for (int i = 0; i < 10; i++) + { + var d = DungeonGenerator.Generate(0xB0UL + (ulong)i, i, PoiType.AbandonedMine, _content); + Assert.InRange(d.Rooms.Length, + C.DUNGEON_SMALL_ROOMS_MIN, + C.DUNGEON_SMALL_ROOMS_MAX); + } + } + + // ── Budget ─────────────────────────────────────────────────────────── + + [Fact] + public void Generate_CompletesUnderBudget() + { + // Under ~400ms even with the worst-case retry-then-linear-fallback + // for a medium imperium ruin. + var sw = Stopwatch.StartNew(); + for (int i = 0; i < 10; i++) + { + DungeonGenerator.Generate(0xC0UL + (ulong)i, i, PoiType.ImperiumRuin, _content); + } + sw.Stop(); + Assert.True(sw.ElapsedMilliseconds < 4000, + $"10 dungeon gens should complete in <4s (per-gen <400ms target); took {sw.ElapsedMilliseconds}ms."); + } + + // ── Tile-array sanity ──────────────────────────────────────────────── + + [Fact] + public void Generate_TileArray_HasEntranceStairsDeco() + { + var d = DungeonGenerator.Generate(0x12345UL, 1, PoiType.ImperiumRuin, _content); + var (ex, ey) = d.EntranceTile; + Assert.InRange(ex, 0, d.W - 1); + Assert.InRange(ey, 0, d.H - 1); + Assert.Equal(TacticalDeco.Stairs, d.Tiles[ex, ey].Deco); + } + + [Fact] + public void Generate_TileArray_RoomInteriorsAreWalkable() + { + var d = DungeonGenerator.Generate(0x9999UL, 1, PoiType.ImperiumRuin, _content); + // Every room's centre tile should be walkable. + foreach (var r in d.Rooms) + { + int cx = r.AabbX + r.AabbW / 2; + int cy = r.AabbY + r.AabbH / 2; + Assert.True(d.Tiles[cx, cy].IsWalkable, + $"Room {r.Id} ({r.TemplateId}) centre ({cx},{cy}) is not walkable: " + + $"surface={d.Tiles[cx, cy].Surface} deco={d.Tiles[cx, cy].Deco}"); + } + } + + [Fact] + public void Generate_TileArray_PerimeterIsBoundedByWalls() + { + var d = DungeonGenerator.Generate(0xDEADUL, 3, PoiType.ImperiumRuin, _content); + // Outer perimeter (x=0, x=W-1, y=0, y=H-1) should never be walkable + // — those tiles are the AABB padding, never carved. + for (int x = 0; x < d.W; x++) + { + Assert.False(d.Tiles[x, 0].IsWalkable, $"top edge ({x},0) walkable"); + Assert.False(d.Tiles[x, d.H - 1].IsWalkable, $"bottom edge ({x},{d.H - 1}) walkable"); + } + for (int y = 0; y < d.H; y++) + { + Assert.False(d.Tiles[0, y].IsWalkable, $"left edge (0,{y}) walkable"); + Assert.False(d.Tiles[d.W - 1, y].IsWalkable, $"right edge ({d.W - 1},{y}) walkable"); + } + } + + [Fact] + public void Generate_RequiredRoles_AllPresent() + { + // imperium_medium requires entry + boss. + var d = DungeonGenerator.Generate(0x42UL, 1, PoiType.ImperiumRuin, _content); + Assert.Contains(d.Rooms, r => r.Role == RoomRole.Entry); + Assert.Contains(d.Rooms, r => r.Role == RoomRole.Boss); + } +} diff --git a/Theriapolis.Tests/Dungeons/DungeonPopulatorTests.cs b/Theriapolis.Tests/Dungeons/DungeonPopulatorTests.cs new file mode 100644 index 0000000..0a5e5da --- /dev/null +++ b/Theriapolis.Tests/Dungeons/DungeonPopulatorTests.cs @@ -0,0 +1,134 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Dungeons; +using Theriapolis.Core.World; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M2 — populator tests. Verifies: +/// - The same (seed, poi, levelBand) → byte-identical population. +/// - Encounter slots resolve to the per-dungeon-type templates. +/// - Boss-role rooms use the type's Boss template. +/// - Container slots pre-roll loot from the layout's loot-band table. +/// +public sealed class DungeonPopulatorTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + private DungeonPopulation Populate(ulong seed, int poi, PoiType type, int levelBand) + { + var d = DungeonGenerator.Generate(seed, poi, type, _content); + // Find the matching layout (procedural; not anchor-locked). + DungeonLayoutDef? layout = null; + foreach (var l in _content.DungeonLayouts.Values) + if (string.IsNullOrEmpty(l.Anchor) + && string.Equals(l.DungeonType, type.ToString(), System.StringComparison.OrdinalIgnoreCase)) + { layout = l; break; } + Assert.NotNull(layout); + return DungeonPopulator.Populate(d, layout!, _content, levelBand, seed); + } + + [Fact] + public void Populate_SameInputs_ProducesIdenticalPopulation() + { + var a = Populate(0xCAFE12345UL, 7, PoiType.ImperiumRuin, levelBand: 2); + var b = Populate(0xCAFE12345UL, 7, PoiType.ImperiumRuin, levelBand: 2); + + Assert.Equal(a.Spawns.Length, b.Spawns.Length); + for (int i = 0; i < a.Spawns.Length; i++) + { + Assert.Equal(a.Spawns[i].RoomId, b.Spawns[i].RoomId); + Assert.Equal(a.Spawns[i].X, b.Spawns[i].X); + Assert.Equal(a.Spawns[i].Y, b.Spawns[i].Y); + Assert.Equal(a.Spawns[i].Template.Id, b.Spawns[i].Template.Id); + Assert.Equal(a.Spawns[i].Kind, b.Spawns[i].Kind); + } + Assert.Equal(a.Containers.Length, b.Containers.Length); + for (int i = 0; i < a.Containers.Length; i++) + { + Assert.Equal(a.Containers[i].TableId, b.Containers[i].TableId); + Assert.Equal(a.Containers[i].Drops.Length, b.Containers[i].Drops.Length); + for (int j = 0; j < a.Containers[i].Drops.Length; j++) + Assert.Equal(a.Containers[i].Drops[j].Def.Id, b.Containers[i].Drops[j].Def.Id); + } + } + + [Fact] + public void Populate_EncounterSlots_ResolveToTypeTemplates() + { + var pop = Populate(0x42UL, 1, PoiType.ImperiumRuin, levelBand: 2); + // Imperium templates: imperium_undead_thrall (PoiGuard), + // imperium_feral_canid (WildAnimal), brigand_marauder (Brigand), + // imperium_undead_overseer (Boss). + var expected = new HashSet + { + "imperium_undead_thrall", "imperium_feral_canid", + "brigand_marauder", "imperium_undead_overseer", + }; + foreach (var s in pop.Spawns) + Assert.Contains(s.Template.Id, expected); + } + + [Fact] + public void Populate_BossRoom_GetsBossTemplate() + { + // Imperium medium layout requires a boss room. The boss-role room's + // encounter slots that declare Boss kind should resolve to the + // dungeon type's Boss template. + for (int i = 0; i < 5; i++) + { + var d = DungeonGenerator.Generate(0xB05UL + (ulong)i, i, PoiType.ImperiumRuin, _content); + var layout = _content.DungeonLayouts["imperium_medium"]; + var pop = DungeonPopulator.Populate(d, layout, _content, levelBand: 2, worldSeed: 0xB05UL + (ulong)i); + + // Find the boss room. + int bossRoomId = -1; + foreach (var r in d.Rooms) + if (r.Role == RoomRole.Boss) { bossRoomId = r.Id; break; } + Assert.NotEqual(-1, bossRoomId); + + // The boss-room's Boss-kind spawn should be the overseer. + bool foundBoss = false; + foreach (var s in pop.Spawns) + if (s.RoomId == bossRoomId && s.Kind == "Boss") + { foundBoss = true; Assert.Equal("imperium_undead_overseer", s.Template.Id); } + Assert.True(foundBoss, "Boss room should have a Boss-kind spawn"); + } + } + + [Fact] + public void Populate_ContainerSlots_HaveDropsAndTable() + { + var pop = Populate(0xC0FFEEUL, 1, PoiType.ImperiumRuin, levelBand: 2); + // Imperium pillar_room_cardinal + sarcophagus_chamber + boss_throne_room + // each have a container slot, so we should see at least one. + Assert.NotEmpty(pop.Containers); + foreach (var c in pop.Containers) + { + Assert.False(string.IsNullOrEmpty(c.TableId), + $"container in room {c.RoomId} has no table id"); + } + } + + [Fact] + public void Populate_AllContainerTableIds_ResolveToRealTables() + { + // Across multiple seeds and level bands, every populated container + // should reference a loot table that exists in the resolver. This + // catches band-mapping bugs (e.g. layout missing a t3 entry) and + // confirms the resolver→populator wiring stays coherent. + for (int band = 0; band <= 3; band++) + for (int i = 0; i < 5; i++) + { + ulong seed = 0x1007UL + (ulong)i * 1000UL; + var pop = Populate(seed, i, PoiType.ImperiumRuin, levelBand: band); + foreach (var c in pop.Containers) + { + Assert.True(_content.LootTables.ContainsKey(c.TableId), + $"populator emitted unknown loot table '{c.TableId}' (band={band}, room={c.RoomId})"); + } + } + } +} diff --git a/Theriapolis.Tests/Dungeons/LootGeneratorTests.cs b/Theriapolis.Tests/Dungeons/LootGeneratorTests.cs new file mode 100644 index 0000000..2d0c2bd --- /dev/null +++ b/Theriapolis.Tests/Dungeons/LootGeneratorTests.cs @@ -0,0 +1,76 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Loot; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M2 — determinism tests for the dungeon loot generator. Same +/// (table, containerSeed) → byte-identical item drops, regardless of +/// process / clock / PRNG warm-up. +/// +public sealed class LootGeneratorTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void RollContainer_SameSeed_ProducesIdenticalDrops() + { + const ulong seed = 0xABCDEF; + var a = LootGenerator.RollContainer("loot_dungeon_imperium_t2", seed, _content.LootTables, _content.Items); + var b = LootGenerator.RollContainer("loot_dungeon_imperium_t2", seed, _content.LootTables, _content.Items); + + Assert.Equal(a.Length, b.Length); + for (int i = 0; i < a.Length; i++) + { + Assert.Equal(a[i].Def.Id, b[i].Def.Id); + Assert.Equal(a[i].Qty, b[i].Qty); + } + } + + [Fact] + public void RollContainer_DifferentSeeds_DivergeAcrossManyRolls() + { + // Across 100 (seed, slotIdx) pairs, the *aggregate* drop count + // should differ between two different base seeds. (A single pair + // could collide; the population can't, with overwhelming probability.) + int aTotal = 0, bTotal = 0; + for (int i = 0; i < 100; i++) + { + ulong seedA = 0x10000UL ^ (ulong)i; + ulong seedB = 0x20000UL ^ (ulong)i; + aTotal += LootGenerator.RollContainer("loot_dungeon_imperium_t2", seedA, _content.LootTables, _content.Items).Length; + bTotal += LootGenerator.RollContainer("loot_dungeon_imperium_t2", seedB, _content.LootTables, _content.Items).Length; + } + Assert.NotEqual(aTotal, bTotal); + } + + [Fact] + public void RollContainer_HonoursDungeonLayoutSeedConvention() + { + ulong dungeonLayoutSeed = 0xD06E07AUL ^ 7UL; // simulated — same shape as DungeonGenerator + var a = LootGenerator.RollContainer( + "loot_dungeon_imperium_t1", dungeonLayoutSeed, slotIdx: 0, + _content.LootTables, _content.Items); + var b = LootGenerator.RollContainer( + "loot_dungeon_imperium_t1", dungeonLayoutSeed ^ C.RNG_DUNGEON_LOOT ^ 0UL, + _content.LootTables, _content.Items); + // Both forms should produce identical results — the convenience + // overload XORs the same RNG_DUNGEON_LOOT + slotIdx the explicit + // overload's caller would. + Assert.Equal(a.Length, b.Length); + for (int i = 0; i < a.Length; i++) + { + Assert.Equal(a[i].Def.Id, b[i].Def.Id); + Assert.Equal(a[i].Qty, b[i].Qty); + } + } + + [Fact] + public void RollContainer_UnknownTable_ReturnsEmpty() + { + var drops = LootGenerator.RollContainer("nonexistent_table", 1, _content.LootTables, _content.Items); + Assert.Empty(drops); + } +} diff --git a/Theriapolis.Tests/Dungeons/Phase7ConstantsTests.cs b/Theriapolis.Tests/Dungeons/Phase7ConstantsTests.cs new file mode 100644 index 0000000..279c12b --- /dev/null +++ b/Theriapolis.Tests/Dungeons/Phase7ConstantsTests.cs @@ -0,0 +1,75 @@ +using Theriapolis.Core; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M0 — schema integrity tests for the Phase 7 constants. These +/// guard against silent regressions in: +/// - (must == 8 at Phase 7 ship) +/// - The 4 new RNG sub-streams (must be unique vs every existing stream) +/// - Dungeon size bands (must be a coherent ladder) +/// - Movement-cost multipliers (must be ≥ 1.0; squeezing must dominate) +/// +public sealed class Phase7ConstantsTests +{ + [Fact] + public void SaveSchemaVersion_IsEight() + { + Assert.Equal(8, C.SAVE_SCHEMA_VERSION); + } + + [Fact] + public void DungeonRngSubStreams_AreDistinctFromAllExistingStreams() + { + // Collect every named ulong RNG sub-stream by reflection. Each + // must be unique — a collision means two independent streams share + // a seed, breaking the dice contract. + var fields = typeof(C).GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static) + .Where(f => f.IsLiteral && f.FieldType == typeof(ulong)) + .ToArray(); + var seen = new Dictionary(); + foreach (var f in fields) + { + ulong value = (ulong)f.GetRawConstantValue()!; + if (seen.TryGetValue(value, out var prior)) + Assert.Fail($"RNG sub-stream collision: {f.Name} == {prior} ({value:X})"); + seen[value] = f.Name; + } + // Belt-and-braces: assert the four Phase 7 streams exist. + Assert.Contains(C.RNG_DUNGEON_LAYOUT, seen.Keys); + Assert.Contains(C.RNG_ROOM_PICK, seen.Keys); + Assert.Contains(C.RNG_DUNGEON_POPULATE, seen.Keys); + Assert.Contains(C.RNG_DUNGEON_LOOT, seen.Keys); + } + + [Fact] + public void DungeonSizeBands_FormCoherentLadder() + { + Assert.True(C.DUNGEON_SMALL_ROOMS_MIN <= C.DUNGEON_SMALL_ROOMS_MAX); + Assert.True(C.DUNGEON_MED_ROOMS_MIN <= C.DUNGEON_MED_ROOMS_MAX); + Assert.True(C.DUNGEON_LARGE_ROOMS_MIN <= C.DUNGEON_LARGE_ROOMS_MAX); + // Ladders don't overlap — a small dungeon's max < medium's min. + Assert.True(C.DUNGEON_SMALL_ROOMS_MAX < C.DUNGEON_MED_ROOMS_MIN); + Assert.True(C.DUNGEON_MED_ROOMS_MAX < C.DUNGEON_LARGE_ROOMS_MIN); + } + + [Fact] + public void MovementCostMultipliers_AreOrdered() + { + Assert.True(C.MOVE_COST_MISMATCH_LIGHT >= 1.0f, + "Mismatch must never give a speed bonus."); + Assert.True(C.MOVE_COST_MISMATCH_LIGHT < C.MOVE_COST_MISMATCH_MED); + Assert.True(C.MOVE_COST_MISMATCH_MED < C.MOVE_COST_MISMATCH_HEAVY); + } + + [Fact] + public void LockAndTrapDcs_AreOrdered() + { + Assert.True(C.LOCK_DC_TRIVIAL < C.LOCK_DC_EASY); + Assert.True(C.LOCK_DC_EASY < C.LOCK_DC_MEDIUM); + Assert.True(C.LOCK_DC_MEDIUM < C.LOCK_DC_HARD); + Assert.True(C.TRAP_DC_TRIVIAL < C.TRAP_DC_EASY); + Assert.True(C.TRAP_DC_EASY < C.TRAP_DC_MEDIUM); + } +} diff --git a/Theriapolis.Tests/Dungeons/RoomTemplateValidationTests.cs b/Theriapolis.Tests/Dungeons/RoomTemplateValidationTests.cs new file mode 100644 index 0000000..b132a11 --- /dev/null +++ b/Theriapolis.Tests/Dungeons/RoomTemplateValidationTests.cs @@ -0,0 +1,107 @@ +using Theriapolis.Core.Data; +using Xunit; + +namespace Theriapolis.Tests.Dungeons; + +/// +/// Phase 7 M0 — content-load tests for the room-template + dungeon-layout +/// schema. These run on the actual Content/Data/room_templates/ +/// + Content/Data/dungeon_layouts/ directories so a broken +/// authoring edit fails the build. +/// +public sealed class RoomTemplateValidationTests +{ + private static ContentLoader Loader() => new(TestHelpers.DataDirectory); + + [Fact] + public void RoomTemplates_LoadAndValidate() + { + // M0 vertical-slice: 5 imperium + 3 mine + 2 cave = 10 templates. + // Test asserts ≥ 5 to allow content authoring growth without + // modifying this test on every drop. + var rooms = Loader().LoadRoomTemplates(); + Assert.True(rooms.Length >= 10, + $"expected ≥10 room templates after Phase 7 M0 vertical slice, got {rooms.Length}"); + + // Every template must declare at least one role and be one of the + // five known dungeon types. + var validTypes = new HashSet(StringComparer.OrdinalIgnoreCase) + { "imperium", "mine", "cult", "cave", "overgrown" }; + foreach (var r in rooms) + { + Assert.True(validTypes.Contains(r.Type), $"room '{r.Id}' has invalid type '{r.Type}'"); + Assert.NotEmpty(r.RolesEligible); + } + } + + [Fact] + public void EveryRoomTemplate_HasGridMatchingFootprint() + { + var rooms = Loader().LoadRoomTemplates(); + foreach (var r in rooms) + { + Assert.Equal(r.FootprintHTiles, r.Grid.Length); + for (int y = 0; y < r.Grid.Length; y++) + Assert.Equal(r.FootprintWTiles, r.Grid[y].Length); + } + } + + [Fact] + public void EveryRoomTemplate_HasIntactPerimeter() + { + var rooms = Loader().LoadRoomTemplates(); + foreach (var r in rooms) + { + int w = r.FootprintWTiles, h = r.FootprintHTiles; + for (int x = 0; x < w; x++) + { + Assert.True(IsPerimeterChar(r.Grid[0][x]), + $"room '{r.Id}' top perimeter ({x},0) is '{r.Grid[0][x]}'"); + Assert.True(IsPerimeterChar(r.Grid[h - 1][x]), + $"room '{r.Id}' bottom perimeter ({x},{h - 1}) is '{r.Grid[h - 1][x]}'"); + } + for (int y = 0; y < h; y++) + { + Assert.True(IsPerimeterChar(r.Grid[y][0]), + $"room '{r.Id}' left perimeter (0,{y}) is '{r.Grid[y][0]}'"); + Assert.True(IsPerimeterChar(r.Grid[y][w - 1]), + $"room '{r.Id}' right perimeter ({w - 1},{y}) is '{r.Grid[y][w - 1]}'"); + } + } + } + + private static bool IsPerimeterChar(char c) => c == '#' || c == 'D' || c == 'S'; + + [Fact] + public void DungeonLayouts_LoadAndValidate() + { + var loader = Loader(); + var rooms = loader.LoadRoomTemplates(); + var loot = loader.LoadLootTables(loader.LoadItems()); + var layouts = loader.LoadDungeonLayouts(rooms, loot); + + // M0 vertical-slice: imperium_medium + mine_small = 2 layouts. + Assert.True(layouts.Length >= 2, + $"expected ≥2 dungeon layouts after Phase 7 M0, got {layouts.Length}"); + + // Every layout must declare a coherent room-count band. + foreach (var l in layouts) + { + Assert.True(l.RoomCountMin >= 1, $"layout '{l.Id}' room_count_min < 1"); + Assert.True(l.RoomCountMax >= l.RoomCountMin, $"layout '{l.Id}' room_count_max < min"); + } + } + + [Fact] + public void EveryLayout_LootTableReferences_Resolve() + { + var loader = Loader(); + var loot = loader.LoadLootTables(loader.LoadItems()); + var layouts = loader.LoadDungeonLayouts(loader.LoadRoomTemplates(), loot); + var ids = new HashSet(loot.Select(t => t.Id), StringComparer.OrdinalIgnoreCase); + foreach (var l in layouts) + foreach (var (band, table) in l.LootTablePerBand) + Assert.True(ids.Contains(table), + $"layout '{l.Id}' loot_table_per_band['{band}'] = '{table}' not in loot_tables.json"); + } +} diff --git a/Theriapolis.Tests/Entities/ActorCharacterTests.cs b/Theriapolis.Tests/Entities/ActorCharacterTests.cs new file mode 100644 index 0000000..6b466f1 --- /dev/null +++ b/Theriapolis.Tests/Entities/ActorCharacterTests.cs @@ -0,0 +1,62 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Entities; + +public sealed class ActorCharacterTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void SpawnPlayer_WithCharacter_AttachesIt() + { + var mgr = new ActorManager(); + var character = MakeCharacter(); + var p = mgr.SpawnPlayer(new Vec2(100, 200), character); + Assert.NotNull(p.Character); + Assert.Equal("Wolf-Folk", p.Character!.Species.Name); + Assert.Equal(Allegiance.Player, p.Allegiance); + } + + [Fact] + public void SpawnPlayer_NoCharacter_LeavesItNull() + { + var mgr = new ActorManager(); + var p = mgr.SpawnPlayer(new Vec2(100, 200)); + Assert.Null(p.Character); + Assert.True(p.IsAlive); // null-character actors are considered alive + } + + [Fact] + public void Actor_IsAlive_ReflectsCharacterHp() + { + var mgr = new ActorManager(); + var character = MakeCharacter(); + var p = mgr.SpawnPlayer(new Vec2(0, 0), character); + Assert.True(p.IsAlive); + character.CurrentHp = 0; + Assert.False(p.IsAlive); + character.Conditions.Add(Condition.Unconscious); + Assert.True(p.IsAlive); // unconscious counts as alive (death-save loop) + } + + private Character MakeCharacter() + { + return new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + Name = "Test", + } + .ChooseSkill(SkillId.Athletics) + .ChooseSkill(SkillId.Intimidation) + .Build(); + } +} diff --git a/Theriapolis.Tests/Entities/NpcActorTests.cs b/Theriapolis.Tests/Entities/NpcActorTests.cs new file mode 100644 index 0000000..ea4a951 --- /dev/null +++ b/Theriapolis.Tests/Entities/NpcActorTests.cs @@ -0,0 +1,58 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Entities; + +public sealed class NpcActorTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void Construct_AssignsHpAndAllegianceFromTemplate() + { + var t = _content.Npcs.Templates.First(x => x.Id == "wolf"); + var npc = new NpcActor(t); + Assert.Equal(t.Hp, npc.CurrentHp); + Assert.Equal(t.Hp, npc.MaxHp); + Assert.Equal(Theriapolis.Core.Rules.Character.Allegiance.Hostile, npc.Allegiance); + Assert.Equal("wild_animal", npc.BehaviorId); + Assert.True(npc.IsAlive); + } + + [Fact] + public void IsAlive_FalseAtZeroHp() + { + var npc = new NpcActor(_content.Npcs.Templates.First(x => x.Id == "wolf")); + npc.CurrentHp = 0; + Assert.False(npc.IsAlive); + } + + [Fact] + public void ActorManager_SpawnNpc_GivesUniqueIdsAndTracksSource() + { + var mgr = new ActorManager(); + mgr.SpawnPlayer(new Vec2(0, 0)); + var t = _content.Npcs.Templates.First(x => x.Id == "wolf"); + var coord = new ChunkCoord(3, 4); + var npc1 = mgr.SpawnNpc(t, new Vec2(10, 10), coord, sourceSpawnIndex: 0); + var npc2 = mgr.SpawnNpc(t, new Vec2(11, 10), coord, sourceSpawnIndex: 1); + Assert.NotEqual(npc1.Id, npc2.Id); + Assert.Equal(2, mgr.Npcs.Count()); + Assert.Same(npc1, mgr.FindNpcBySource(coord, 0)); + Assert.Same(npc2, mgr.FindNpcBySource(coord, 1)); + } + + [Fact] + public void ActorManager_RemoveActor_CleansUp() + { + var mgr = new ActorManager(); + var t = _content.Npcs.Templates.First(x => x.Id == "wolf"); + var npc = mgr.SpawnNpc(t, new Vec2(0, 0)); + Assert.True(mgr.RemoveActor(npc.Id)); + Assert.Empty(mgr.Npcs); + Assert.False(mgr.RemoveActor(npc.Id)); + } +} diff --git a/Theriapolis.Tests/Entities/ScentTagTests.cs b/Theriapolis.Tests/Entities/ScentTagTests.cs new file mode 100644 index 0000000..fd259ec --- /dev/null +++ b/Theriapolis.Tests/Entities/ScentTagTests.cs @@ -0,0 +1,214 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Xunit; + +namespace Theriapolis.Tests.Entities; + +/// +/// Phase 6.5 M6 — per-NPC scent profile data layer. Verifies the +/// ScentTag derivation: faction id → affiliation tag, runtime flags → +/// distress / activity tags, count truncation per the Scent Literacy +/// (top 1) vs Scent Mastery (top 3) tier. +/// +public sealed class ScentTagTests +{ + // ── Faction → tag mapping ───────────────────────────────────────────── + + [Theory] + [InlineData("maw", ScentTag.MawAffiliated)] + [InlineData("inheritors", ScentTag.InheritorAffiliated)] + [InlineData("thorn_council", ScentTag.ThornCouncilAffiliated)] + [InlineData("covenant_enforcers", ScentTag.CovenantEnforcerAffiliated)] + [InlineData("hybrid_underground", ScentTag.HybridUndergroundAffiliated)] + [InlineData("unsheathed", ScentTag.UnsheathedAffiliated)] + [InlineData("merchant_guilds", ScentTag.MerchantAffiliated)] + public void FromFactionId_MapsKnownFactions(string factionId, ScentTag expected) + { + Assert.Equal(expected, ScentTagExtensions.FromFactionId(factionId)); + } + + [Theory] + [InlineData("")] + [InlineData("not_a_real_faction")] + [InlineData("random_string")] + public void FromFactionId_ReturnsNoneForUnknown(string factionId) + { + Assert.Equal(ScentTag.None, ScentTagExtensions.FromFactionId(factionId)); + } + + [Fact] + public void FromFactionId_IsCaseInsensitive() + { + Assert.Equal(ScentTag.MawAffiliated, ScentTagExtensions.FromFactionId("MAW")); + Assert.Equal(ScentTag.InheritorAffiliated, ScentTagExtensions.FromFactionId("Inheritors")); + } + + // ── ComputeScentTags: faction-derived ───────────────────────────────── + + [Fact] + public void ComputeScentTags_LacroixSurfacesMawAffiliated() + { + // Lacroix scenario: faction=maw, full HP, no kills. + var npc = MakeResidentNpc("canidae", "coyote", factionId: "maw"); + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Single(tags); + Assert.Equal(ScentTag.MawAffiliated, tags[0]); + } + + [Fact] + public void ComputeScentTags_MerchantSurfacesMerchantAffiliated() + { + var npc = MakeResidentNpc("canidae", "fox", factionId: "merchant_guilds"); + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Single(tags); + Assert.Equal(ScentTag.MerchantAffiliated, tags[0]); + } + + [Fact] + public void ComputeScentTags_NoFactionEmpty() + { + var npc = MakeResidentNpc("canidae", "wolf", factionId: ""); + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Empty(tags); + } + + // ── ComputeScentTags: runtime-derived ───────────────────────────────── + + [Fact] + public void ComputeScentTags_RecentlyKilledSurfaces() + { + var npc = MakeResidentNpc("canidae", "wolf", factionId: ""); + npc.HasRecentlyKilled = true; + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Single(tags); + Assert.Equal(ScentTag.RecentlyKilled, tags[0]); + } + + [Fact] + public void ComputeScentTags_FrightenedAtLowHp() + { + var npc = MakeResidentNpc("canidae", "wolf", factionId: ""); + // Drop HP to 20% (below 25% threshold). + npc.CurrentHp = npc.MaxHp / 5; + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Single(tags); + Assert.Equal(ScentTag.Frightened, tags[0]); + } + + [Fact] + public void ComputeScentTags_WoundedAtHalfHp() + { + var npc = MakeResidentNpc("canidae", "wolf", factionId: ""); + // Drop HP to ~40% (below 50% but above 25%). + npc.CurrentHp = (int)(npc.MaxHp * 0.4f); + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Single(tags); + Assert.Equal(ScentTag.Wounded, tags[0]); + } + + [Fact] + public void ComputeScentTags_DeadEmitsNoFrightened() + { + var npc = MakeResidentNpc("canidae", "wolf", factionId: ""); + npc.CurrentHp = 0; + var tags = npc.ComputeScentTags(maxCount: 5); + // Dead NPCs don't carry distress markers (they're past distress). + Assert.DoesNotContain(ScentTag.Frightened, tags); + Assert.DoesNotContain(ScentTag.Wounded, tags); + } + + [Fact] + public void ComputeScentTags_ContrabandFlagSurfaces() + { + var npc = MakeResidentNpc("canidae", "wolf", factionId: ""); + npc.CarriesContrabandFlag = true; + var tags = npc.ComputeScentTags(maxCount: 5); + Assert.Contains(ScentTag.CarriesContraband, tags); + } + + // ── ComputeScentTags: priority + truncation ─────────────────────────── + + [Fact] + public void ComputeScentTags_FactionTagWinsAtMaxCount1() + { + // Faction (priority 1–8) leads runtime tags (priority 16+) when + // truncating to a single read. + var npc = MakeResidentNpc("canidae", "coyote", factionId: "maw"); + npc.HasRecentlyKilled = true; + npc.CarriesContrabandFlag = true; + npc.CurrentHp = npc.MaxHp / 5; // also Frightened + var tags = npc.ComputeScentTags(maxCount: 1); + Assert.Single(tags); + Assert.Equal(ScentTag.MawAffiliated, tags[0]); + } + + [Fact] + public void ComputeScentTags_MasteryReadsUpToThree() + { + var npc = MakeResidentNpc("canidae", "coyote", factionId: "maw"); + npc.HasRecentlyKilled = true; + npc.CurrentHp = npc.MaxHp / 5; // Frightened + npc.CarriesContrabandFlag = true; + var tags = npc.ComputeScentTags(maxCount: 3); + Assert.Equal(3, tags.Count); + // Order: faction (1), then runtime in declaration order. + Assert.Equal(ScentTag.MawAffiliated, tags[0]); + Assert.Equal(ScentTag.RecentlyKilled, tags[1]); + Assert.Equal(ScentTag.Frightened, tags[2]); + } + + [Fact] + public void ComputeScentTags_MaxCountZeroReturnsEmpty() + { + var npc = MakeResidentNpc("canidae", "coyote", factionId: "maw"); + npc.HasRecentlyKilled = true; + var tags = npc.ComputeScentTags(maxCount: 0); + Assert.Empty(tags); + } + + [Fact] + public void ComputeScentTags_MaxCountFiveCapsAtAvailable() + { + // Only faction tag available; cap at 5 returns just the one. + var npc = MakeResidentNpc("canidae", "coyote", factionId: "maw"); + var tags = npc.ComputeScentTags(maxCount: 5); + Assert.Single(tags); + } + + // ── DisplayName ─────────────────────────────────────────────────────── + + [Fact] + public void DisplayName_ProducesReadableText() + { + Assert.Equal("Maw-affiliated", ScentTag.MawAffiliated.DisplayName()); + Assert.Equal("Recently killed", ScentTag.RecentlyKilled.DisplayName()); + Assert.Equal("Inheritor-affiliated", ScentTag.InheritorAffiliated.DisplayName()); + Assert.Equal("Frightened", ScentTag.Frightened.DisplayName()); + } + + [Fact] + public void IsNarrative_TrueForFactionTags_FalseForRuntimeTags() + { + Assert.True(ScentTag.MawAffiliated.IsNarrative()); + Assert.True(ScentTag.MerchantAffiliated.IsNarrative()); + Assert.False(ScentTag.RecentlyKilled.IsNarrative()); + Assert.False(ScentTag.Frightened.IsNarrative()); + Assert.False(ScentTag.None.IsNarrative()); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private NpcActor MakeResidentNpc(string clade, string species, string factionId) + { + var resident = new ResidentTemplateDef + { + Id = "test_npc", + Name = "Test NPC", + Clade = clade, + Species = species, + Faction = factionId, + Hp = 20, + }; + return new NpcActor(resident) { Id = 1 }; + } +} diff --git a/Theriapolis.Tests/Entities/WorldClockTests.cs b/Theriapolis.Tests/Entities/WorldClockTests.cs new file mode 100644 index 0000000..7cc2ddb --- /dev/null +++ b/Theriapolis.Tests/Entities/WorldClockTests.cs @@ -0,0 +1,54 @@ +using Theriapolis.Core.Time; +using Xunit; + +namespace Theriapolis.Tests.Entities; + +public sealed class WorldClockTests +{ + [Fact] + public void Advance_AccumulatesSeconds() + { + var c = new WorldClock(); + c.Advance(120); + c.Advance(30); + Assert.Equal(150, c.InGameSeconds); + } + + [Fact] + public void DayHourMinute_DerivedFromSeconds() + { + var c = new WorldClock(); + c.Advance(WorldClock.SecondsPerDay * 3 + WorldClock.SecondsPerHour * 14 + WorldClock.SecondsPerMinute * 27); + Assert.Equal(3, c.Day); + Assert.Equal(14, c.Hour); + Assert.Equal(27, c.Minute); + } + + [Fact] + public void Season_RotatesWithDays() + { + var c = new WorldClock(); + // Advance past one full season (24 days). + c.Advance(WorldClock.SecondsPerDay * WorldClock.DaysPerSeason + 1); + Assert.Equal(Season.Summer, c.Season); + } + + [Fact] + public void RoundTrip_RestoresState() + { + var c = new WorldClock(); + c.Advance(98765); + var s = c.CaptureState(); + + var c2 = new WorldClock(); + c2.RestoreState(s); + Assert.Equal(98765, c2.InGameSeconds); + } + + [Fact] + public void Advance_RejectsNegative() + { + var c = new WorldClock(); + Assert.Throws(() => c.Advance(-5)); + } +} diff --git a/Theriapolis.Tests/Entities/WorldTravelPlannerTests.cs b/Theriapolis.Tests/Entities/WorldTravelPlannerTests.cs new file mode 100644 index 0000000..bec1a07 --- /dev/null +++ b/Theriapolis.Tests/Entities/WorldTravelPlannerTests.cs @@ -0,0 +1,55 @@ +using Theriapolis.Core; +using Theriapolis.Core.Entities; +using Theriapolis.Core.World; +using Xunit; + +namespace Theriapolis.Tests.Entities; + +public sealed class WorldTravelPlannerTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public WorldTravelPlannerTests(WorldCache c) => _cache = c; + + [Fact] + public void Plan_BetweenAdjacentSettlements_ReturnsConnectedPath() + { + var w = _cache.Get(TestSeed).World; + var inhabited = w.Settlements.Where(s => !s.IsPoi && s.Tier <= 3).Take(2).ToArray(); + Assert.Equal(2, inhabited.Length); + + var planner = new WorldTravelPlanner(w); + var path = planner.PlanTilePath(inhabited[0].TileX, inhabited[0].TileY, + inhabited[1].TileX, inhabited[1].TileY); + Assert.NotNull(path); + Assert.True(path!.Count >= 2); + // Endpoints match the request. + Assert.Equal((inhabited[0].TileX, inhabited[0].TileY), path[0]); + Assert.Equal((inhabited[1].TileX, inhabited[1].TileY), path[^1]); + // No teleporting — every adjacent pair is within Chebyshev 1. + for (int i = 1; i < path.Count; i++) + { + int dx = Math.Abs(path[i].X - path[i - 1].X); + int dy = Math.Abs(path[i].Y - path[i - 1].Y); + Assert.True(dx <= 1 && dy <= 1); + Assert.False(dx == 0 && dy == 0); + } + } + + [Fact] + public void Plan_FromOcean_ReturnsNull() + { + var w = _cache.Get(TestSeed).World; + // Find an ocean tile and a land tile. + (int ox, int oy) = (-1, -1); + for (int y = 0; y < C.WORLD_HEIGHT_TILES && oy < 0; y++) + for (int x = 0; x < C.WORLD_WIDTH_TILES && oy < 0; x++) + if (w.TileAt(x, y).Biome == BiomeId.Ocean) { ox = x; oy = y; } + Assert.True(ox >= 0, "world should have at least one ocean tile"); + + var inhabited = w.Settlements.First(s => !s.IsPoi); + var planner = new WorldTravelPlanner(w); + var path = planner.PlanTilePath(ox, oy, inhabited.TileX, inhabited.TileY); + Assert.Null(path); + } +} diff --git a/Theriapolis.Tests/Items/InventoryTests.cs b/Theriapolis.Tests/Items/InventoryTests.cs new file mode 100644 index 0000000..5f0b463 --- /dev/null +++ b/Theriapolis.Tests/Items/InventoryTests.cs @@ -0,0 +1,130 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Items; + +public sealed class InventoryTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void Add_AppendsItemAndIncreasesWeight() + { + var inv = new Inventory(); + var sword = inv.Add(_content.Items["rend_sword"]); + Assert.Single(inv.Items); + Assert.Equal(_content.Items["rend_sword"].WeightLb, inv.TotalWeightLb); + Assert.Equal(1, sword.Qty); + } + + [Fact] + public void TryEquip_PutsItemInRequestedSlot() + { + var inv = new Inventory(); + var sword = inv.Add(_content.Items["rend_sword"]); + bool ok = inv.TryEquip(sword, EquipSlot.MainHand, out var err); + Assert.True(ok, err); + Assert.Equal(EquipSlot.MainHand, sword.EquippedAt); + Assert.Same(sword, inv.GetEquipped(EquipSlot.MainHand)); + } + + [Fact] + public void TryEquip_RefusesIfItemNotInInventory() + { + var inv = new Inventory(); + var sword = new ItemInstance(_content.Items["rend_sword"]); // not added to inv + bool ok = inv.TryEquip(sword, EquipSlot.MainHand, out var err); + Assert.False(ok); + Assert.Contains("not in this inventory", err); + } + + [Fact] + public void TryEquip_TwoHandedWeaponBlocksWhenOffHandOccupied() + { + var inv = new Inventory(); + var shield = inv.Add(_content.Items["buckler"]); + var lance = inv.Add(_content.Items["gore_lance"]); // two_handed + Assert.True(inv.TryEquip(shield, EquipSlot.OffHand, out _)); + bool ok = inv.TryEquip(lance, EquipSlot.MainHand, out var err); + Assert.False(ok); + Assert.Contains("two-handed", err.ToLowerInvariant()); + } + + [Fact] + public void TryEquip_OffHandBlockedWhenMainHandHoldsTwoHanded() + { + var inv = new Inventory(); + var lance = inv.Add(_content.Items["gore_lance"]); + var shield = inv.Add(_content.Items["buckler"]); + Assert.True(inv.TryEquip(lance, EquipSlot.MainHand, out _)); + bool ok = inv.TryEquip(shield, EquipSlot.OffHand, out var err); + Assert.False(ok); + Assert.Contains("two-handed", err.ToLowerInvariant()); + } + + [Fact] + public void TryEquip_NaturalWeaponEnhancerRequiresMatchingSlot() + { + var inv = new Inventory(); + var fangCaps = inv.Add(_content.Items["fang_caps_steel"]); + // Wrong slot: + bool ok = inv.TryEquip(fangCaps, EquipSlot.NaturalWeaponClaw, out var err); + Assert.False(ok); + Assert.Contains("fits", err.ToLowerInvariant()); + // Correct slot: + Assert.True(inv.TryEquip(fangCaps, EquipSlot.NaturalWeaponFang, out _)); + } + + [Fact] + public void TryUnequip_ClearsSlot() + { + var inv = new Inventory(); + var sword = inv.Add(_content.Items["rend_sword"]); + inv.TryEquip(sword, EquipSlot.MainHand, out _); + Assert.True(inv.TryUnequip(EquipSlot.MainHand, out _)); + Assert.Null(sword.EquippedAt); + Assert.Null(inv.GetEquipped(EquipSlot.MainHand)); + } + + [Fact] + public void Remove_AlsoUnregistersFromEquippedSlot() + { + var inv = new Inventory(); + var sword = inv.Add(_content.Items["rend_sword"]); + inv.TryEquip(sword, EquipSlot.MainHand, out _); + Assert.True(inv.Remove(sword)); + Assert.Empty(inv.Items); + Assert.Null(inv.GetEquipped(EquipSlot.MainHand)); + } + + // ── SizeMatch ──────────────────────────────────────────────────────── + + [Fact] + public void SizeMatch_DirectFitReturnsMatch() + { + var rendSword = _content.Items["rend_sword"]; // medium + large + Assert.Equal(SizeMatch.MatchResult.Match, SizeMatch.Check(rendSword, SizeCategory.Medium)); + } + + [Fact] + public void SizeMatch_AdaptivePropertyOverridesMissingSize() + { + var pack = _content.Items["adaptive_pack"]; + // adaptive_pack lists s/m/l explicitly, so match — but we test the Adaptive + // path by querying with a Tiny wearer that's not in the list. + var result = SizeMatch.Check(pack, SizeCategory.Tiny); + // adaptive_pack lists "small" so Tiny falls through to "tiny" not in list, + // but its "adaptive" property kicks in for the Adaptive branch. + Assert.NotEqual(SizeMatch.MatchResult.WrongSize, result); + } + + [Fact] + public void SizeMatch_NonAdaptiveWrongSizeIsFlagged() + { + var rendSword = _content.Items["rend_sword"]; // medium + large only + // Small wearer: not in sizes, no adaptive property → WrongSize. + Assert.Equal(SizeMatch.MatchResult.WrongSize, SizeMatch.Check(rendSword, SizeCategory.Small)); + } +} diff --git a/Theriapolis.Tests/Loot/LootRollerTests.cs b/Theriapolis.Tests/Loot/LootRollerTests.cs new file mode 100644 index 0000000..a12bad9 --- /dev/null +++ b/Theriapolis.Tests/Loot/LootRollerTests.cs @@ -0,0 +1,81 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Loot; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Loot; + +public sealed class LootRollerTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void LootTables_LoadCleanly() + { + Assert.True(_content.LootTables.Count >= 9, $"expected ≥9 loot tables, got {_content.LootTables.Count}"); + Assert.Contains("loot_brigand_low", _content.LootTables.Keys); + Assert.Contains("loot_brigand_high", _content.LootTables.Keys); + Assert.Contains("loot_wild_low", _content.LootTables.Keys); + } + + [Fact] + public void Roll_UnknownTable_ReturnsEmpty() + { + var rng = new SeededRng(0xCAFEUL); + var drops = LootRoller.Roll("not_a_table", _content.LootTables, _content.Items, rng); + Assert.Empty(drops); + } + + [Fact] + public void Roll_EmptyTableId_ReturnsEmpty() + { + var rng = new SeededRng(0xCAFEUL); + var drops = LootRoller.Roll("", _content.LootTables, _content.Items, rng); + Assert.Empty(drops); + } + + [Fact] + public void Roll_SameSeed_ProducesSameDrops() + { + var a = LootRoller.Roll("loot_brigand_high", _content.LootTables, _content.Items, new SeededRng(42UL)); + var b = LootRoller.Roll("loot_brigand_high", _content.LootTables, _content.Items, new SeededRng(42UL)); + Assert.Equal(a.Count, b.Count); + for (int i = 0; i < a.Count; i++) + { + Assert.Equal(a[i].Def.Id, b[i].Def.Id); + Assert.Equal(a[i].Qty, b[i].Qty); + } + } + + [Fact] + public void Roll_QtyAlwaysWithinBounds() + { + // Roll many times; verify no result has qty outside the table-defined range. + var table = _content.LootTables["loot_brigand_high"]; + var bounds = table.Drops.ToDictionary(d => d.ItemId, d => (d.QtyMin, d.QtyMax)); + for (int seed = 0; seed < 50; seed++) + { + var drops = LootRoller.Roll("loot_brigand_high", _content.LootTables, _content.Items, new SeededRng((ulong)seed)); + foreach (var drop in drops) + { + var (mn, mx) = bounds[drop.Def.Id]; + Assert.InRange(drop.Qty, mn, mx); + } + } + } + + [Fact] + public void Roll_OneHundredSamples_AverageDropCountIsReasonable() + { + // The "high" brigand table has 5 drops with cumulative chance summing + // around 1.95. Across 100 samples expect ≥50 total drops. + int totalDrops = 0; + for (int seed = 0; seed < 100; seed++) + { + var drops = LootRoller.Roll("loot_brigand_high", _content.LootTables, _content.Items, new SeededRng((ulong)seed)); + totalDrops += drops.Count; + } + Assert.True(totalDrops >= 50, $"expected ≥50 drops in 100 samples, got {totalDrops}"); + } +} diff --git a/Theriapolis.Tests/Persistence/DeltaPersistenceTests.cs b/Theriapolis.Tests/Persistence/DeltaPersistenceTests.cs new file mode 100644 index 0000000..81c1a6a --- /dev/null +++ b/Theriapolis.Tests/Persistence/DeltaPersistenceTests.cs @@ -0,0 +1,93 @@ +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Util; +using Theriapolis.Core.World; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// End-to-end M5 smoke test: +/// 1. Generate a chunk via the streamer. +/// 2. Mutate a tile (chop a tree → set Deco=None). +/// 3. Flush → save → load. +/// 4. Re-stream the chunk and verify the mutation is still applied. +/// +/// This is the single most important save-correctness test — exercises the +/// streamer/delta-store/codec/restore loop in one shot. +/// +public sealed class DeltaPersistenceTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public DeltaPersistenceTests(WorldCache c) => _cache = c; + + [Fact] + public void ChopTree_PersistsAcrossSaveLoad() + { + var w = _cache.Get(TestSeed).World; + + // Find a chunk + tile that the baseline generator put a tree on. + var (cc, lx, ly) = FindTreeTile(w); + + var deltasA = new InMemoryChunkDeltaStore(); + var streamerA = new ChunkStreamer(TestSeed, w, deltasA); + var chunk = streamerA.Get(cc); + Assert.Equal(TacticalDeco.Tree, chunk.Tiles[lx, ly].Deco); + + // Chop it. + chunk.Tiles[lx, ly].Deco = TacticalDeco.None; + chunk.HasDelta = true; + + // Flush + save. + streamerA.FlushAll(); + var header = new SaveHeader { WorldSeedHex = $"0x{TestSeed:X}" }; + var body = new SaveBody { Clock = new() { InGameSeconds = 0 } }; + body.Player = new() { Name = "Tester" }; + foreach (var kv in deltasA.All) body.ModifiedChunks[kv.Key] = kv.Value; + var bytes = SaveCodec.Serialize(header, body); + + // ── Load on a fresh streamer ── + var (_, rb) = SaveCodec.Deserialize(bytes); + var deltasB = new InMemoryChunkDeltaStore(); + foreach (var kv in rb.ModifiedChunks) deltasB.Put(kv.Key, kv.Value); + var streamerB = new ChunkStreamer(TestSeed, w, deltasB); + var reloaded = streamerB.Get(cc); + + Assert.Equal(TacticalDeco.None, reloaded.Tiles[lx, ly].Deco); + } + + [Fact] + public void UnmodifiedChunk_HasNoDelta() + { + var w = _cache.Get(TestSeed).World; + var deltas = new InMemoryChunkDeltaStore(); + var streamer = new ChunkStreamer(TestSeed, w, deltas); + + // Touch a chunk without modifying it. + var cc = new ChunkCoord(20, 20); + streamer.Get(cc); + streamer.FlushAll(); + Assert.Null(deltas.Get(cc)); + } + + private static (ChunkCoord cc, int lx, int ly) FindTreeTile(WorldState w) + { + // Walk a band of chunks centred near a known land settlement so we + // don't waste time scanning ocean. + var anchor = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var centre = ChunkCoord.ForWorldTile(anchor.TileX, anchor.TileY); + for (int dy = -3; dy <= 3; dy++) + for (int dx = -3; dx <= 3; dx++) + { + var cc = new ChunkCoord(centre.X + dx, centre.Y + dy); + var chunk = TacticalChunkGen.Generate(0xCAFEBABEUL, cc, w); + for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++) + for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++) + if (chunk.Tiles[lx, ly].Deco == TacticalDeco.Tree) + return (cc, lx, ly); + } + throw new Xunit.Sdk.XunitException("no tree near settlement to chop in test"); + } +} diff --git a/Theriapolis.Tests/Persistence/LevelUpRoundTripTests.cs b/Theriapolis.Tests/Persistence/LevelUpRoundTripTests.cs new file mode 100644 index 0000000..7aa54d1 --- /dev/null +++ b/Theriapolis.Tests/Persistence/LevelUpRoundTripTests.cs @@ -0,0 +1,141 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// Phase 6.5 M0 — level-up history + subclass + learned-features round-trip. +/// Save a character at level 4 (with subclass + ASI history); load; assert +/// every per-level delta survives. +/// +public sealed class LevelUpRoundTripTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + private Character MakeWolfFangsworn() + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 12, 13, 10, 13, 8), + Name = "Tester", + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(); + } + + private void LevelTo(Character c, int target) + { + while (c.Level < target) + { + int next = c.Level + 1; + ulong seed = 0xCAFE_F00D_CAFE_F00DUL ^ (ulong)next; + var r = LevelUpFlow.Compute(c, next, seed, takeAverage: true); + var ch = new LevelUpChoices { TakeAverageHp = true }; + if (r.GrantsSubclassChoice && c.ClassDef.SubclassIds.Length > 0) + ch.SubclassId = c.ClassDef.SubclassIds[0]; + if (r.GrantsAsiChoice) + ch.AsiAdjustments = new() { { AbilityId.STR, 2 } }; + c.ApplyLevelUp(r, ch); + } + } + + [Fact] + public void Character_AtLevel4_RoundTripsThroughCharacterCodec() + { + var c = MakeWolfFangsworn(); + c.Xp = 6_500; // beyond level 4 threshold + LevelTo(c, target: 4); + + Assert.Equal(4, c.Level); + Assert.NotEmpty(c.SubclassId); // L3 picker fired + Assert.NotEmpty(c.LearnedFeatureIds); + Assert.Equal(3, c.LevelUpHistory.Count); // L2, L3, L4 + + var snap = CharacterCodec.Capture(c); + var restored = CharacterCodec.Restore(snap, _content); + + Assert.Equal(4, restored.Level); + Assert.Equal(c.SubclassId, restored.SubclassId); + Assert.Equal(c.MaxHp, restored.MaxHp); + Assert.Equal(c.LearnedFeatureIds.Count, restored.LearnedFeatureIds.Count); + Assert.Equal(c.LearnedFeatureIds, restored.LearnedFeatureIds); + Assert.Equal(c.LevelUpHistory.Count, restored.LevelUpHistory.Count); + + for (int i = 0; i < c.LevelUpHistory.Count; i++) + { + var a = c.LevelUpHistory[i]; + var b = restored.LevelUpHistory[i]; + Assert.Equal(a.Level, b.Level); + Assert.Equal(a.HpGained, b.HpGained); + Assert.Equal(a.HpWasAveraged, b.HpWasAveraged); + Assert.Equal(a.HpHitDieResult, b.HpHitDieResult); + Assert.Equal(a.SubclassChosen, b.SubclassChosen); + Assert.Equal(a.FeaturesUnlocked, b.FeaturesUnlocked); + Assert.Equal(a.AsiAdjustmentsKeys, b.AsiAdjustmentsKeys); + Assert.Equal(a.AsiAdjustmentsValues, b.AsiAdjustmentsValues); + } + + // ASI raised STR — level-4 history entry should record +2 STR. + var lv4 = c.LevelUpHistory[^1]; + Assert.Equal(4, lv4.Level); + Assert.Single(lv4.AsiAdjustmentsValues); + Assert.Equal(2, lv4.AsiAdjustmentsValues[0]); + // And the ability is preserved across the round-trip. + Assert.Equal(c.Abilities.STR, restored.Abilities.STR); + } + + [Fact] + public void Character_AtLevel4_RoundTripsThroughBinarySaveCodec() + { + var c = MakeWolfFangsworn(); + c.Xp = 6_500; + LevelTo(c, target: 4); + + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xFEED" }; + var body = new SaveBody { PlayerCharacter = CharacterCodec.Capture(c) }; + body.Player.Id = 1; + body.Player.Name = "Tester"; + + var bytes = SaveCodec.Serialize(header, body); + var (h2, body2) = SaveCodec.Deserialize(bytes); + + Assert.Equal(header.Version, h2.Version); + Assert.NotNull(body2.PlayerCharacter); + Assert.Equal(4, body2.PlayerCharacter!.Level); + Assert.NotEmpty(body2.PlayerCharacter.SubclassId); + Assert.Equal(3, body2.PlayerCharacter.LevelUpHistory.Length); + Assert.Equal(c.LearnedFeatureIds.Count, body2.PlayerCharacter.LearnedFeatureIds.Length); + } + + [Fact] + public void V6Save_WithoutLevelUpFields_LoadsAsLevel1Character() + { + // Simulate a v6 save by writing a character without the v7 trailing + // fields. Easiest path: hand-construct a minimal PlayerCharacterState + // (the codec's EOS-check pattern handles missing trailing data on read). + var c = MakeWolfFangsworn(); + var snap = CharacterCodec.Capture(c); + // Force the v7 fields to defaults to simulate a v6 save. + snap.SubclassId = ""; + snap.LearnedFeatureIds = Array.Empty(); + snap.LevelUpHistory = Array.Empty(); + + var restored = CharacterCodec.Restore(snap, _content); + Assert.Equal(1, restored.Level); + Assert.Empty(restored.SubclassId); + Assert.Empty(restored.LevelUpHistory); + } +} diff --git a/Theriapolis.Tests/Persistence/MidCombatSaveRoundTripTests.cs b/Theriapolis.Tests/Persistence/MidCombatSaveRoundTripTests.cs new file mode 100644 index 0000000..3710a60 --- /dev/null +++ b/Theriapolis.Tests/Persistence/MidCombatSaveRoundTripTests.cs @@ -0,0 +1,163 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// Phase 5 plan §5: same (worldSeed, encounterId) → identical dice stream; +/// save mid-encounter, load, continue, byte-identical outcome. +/// +/// We exercise the codec layer + Encounter.ResumeRolls — the live game's +/// CombatHUD wires these together but the determinism contract belongs to +/// the Core layer and tests independently of MonoGame. +/// +public sealed class MidCombatSaveRoundTripTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void EncounterState_RoundTripsThroughSaveCodec() + { + var enc = MakeEncounter(0xCAFEUL); + // Burn 5 d20s + 1 attack (mutates participants). + for (int i = 0; i < 5; i++) enc.RollD20(); + var attacker = enc.Participants[0]; + var target = enc.Participants[1]; + Resolver.AttemptAttack(enc, attacker, target, attacker.AttackOptions[0]); + + var snapshot = SnapshotEncounter(enc); + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION }; + var body = new SaveBody { ActiveEncounter = snapshot }; + body.PlayerCharacter = new PlayerCharacterState(); // make body well-formed for codec + + var bytes = SaveCodec.Serialize(header, body); + var (_, body2) = SaveCodec.Deserialize(bytes); + Assert.NotNull(body2.ActiveEncounter); + Assert.Equal(snapshot.EncounterId, body2.ActiveEncounter!.EncounterId); + Assert.Equal(snapshot.RollCount, body2.ActiveEncounter.RollCount); + Assert.Equal(snapshot.RoundNumber, body2.ActiveEncounter.RoundNumber); + Assert.Equal(snapshot.Combatants.Length, body2.ActiveEncounter.Combatants.Length); + for (int i = 0; i < snapshot.Combatants.Length; i++) + { + Assert.Equal(snapshot.Combatants[i].Id, body2.ActiveEncounter.Combatants[i].Id); + Assert.Equal(snapshot.Combatants[i].CurrentHp, body2.ActiveEncounter.Combatants[i].CurrentHp); + Assert.Equal(snapshot.Combatants[i].PositionX, body2.ActiveEncounter.Combatants[i].PositionX); + } + } + + [Fact] + public void Encounter_ResumedAtRollCount_ProducesIdenticalDownstreamLog() + { + // Setup: build two identical encounters from the same seed. + var encA = MakeEncounter(0xDEADUL); + var encB = MakeEncounter(0xDEADUL); + Assert.Equal(encA.EncounterSeed, encB.EncounterSeed); + + // Run encA for several attacks, then snapshot its rollcount. + var atkA = encA.Participants[0]; + var defA = encA.Participants[1]; + for (int i = 0; i < 3; i++) + Resolver.AttemptAttack(encA, atkA, defA, atkA.AttackOptions[0]); + int snapshotRollCount = encA.RollCount; + int snapshotHp = defA.CurrentHp; + + // Resume encB at the same point — defB starts at full HP, copy the + // mutated HP from defA so they're at the same state. + encB.ResumeRolls(snapshotRollCount); + encB.Participants[1].CurrentHp = snapshotHp; + + // Continue both encounters in lockstep and compare each roll outcome. + var atkB = encB.Participants[0]; + var defB = encB.Participants[1]; + for (int i = 0; i < 5; i++) + { + int hpBeforeA = defA.CurrentHp; + int hpBeforeB = defB.CurrentHp; + var resA = Resolver.AttemptAttack(encA, atkA, defA, atkA.AttackOptions[0]); + var resB = Resolver.AttemptAttack(encB, atkB, defB, atkB.AttackOptions[0]); + Assert.Equal(resA.D20Roll, resB.D20Roll); + Assert.Equal(resA.Hit, resB.Hit); + Assert.Equal(resA.DamageRolled, resB.DamageRolled); + Assert.Equal(defA.CurrentHp, defB.CurrentHp); + } + } + + [Fact] + public void NpcRoster_RoundTripsThroughSaveCodec() + { + var roster = new NpcRosterState(); + roster.ChunkDeltas.Add(new NpcChunkDelta + { + ChunkX = 5, ChunkY = -3, + KilledSpawnIndices = new[] { 1, 2, 7 }, + }); + roster.ChunkDeltas.Add(new NpcChunkDelta + { + ChunkX = 0, ChunkY = 0, + KilledSpawnIndices = new[] { 0 }, + }); + + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION }; + var body = new SaveBody { NpcRoster = roster }; + body.PlayerCharacter = new PlayerCharacterState(); + var bytes = SaveCodec.Serialize(header, body); + var (_, body2) = SaveCodec.Deserialize(bytes); + + Assert.Equal(2, body2.NpcRoster.ChunkDeltas.Count); + Assert.Equal(5, body2.NpcRoster.ChunkDeltas[0].ChunkX); + Assert.Equal(-3, body2.NpcRoster.ChunkDeltas[0].ChunkY); + Assert.Equal(new[] { 1, 2, 7 }, body2.NpcRoster.ChunkDeltas[0].KilledSpawnIndices); + Assert.Equal(new[] { 0 }, body2.NpcRoster.ChunkDeltas[1].KilledSpawnIndices); + } + + private Encounter MakeEncounter(ulong worldSeed) + { + var brigand = _content.Npcs.Templates.First(t => t.Id == "brigand_footpad") + with { DefaultAllegiance = "player" }; + var wolf = _content.Npcs.Templates.First(t => t.Id == "wolf"); + var hero = Combatant.FromNpcTemplate(brigand, id: 1, new Vec2(0, 0)); + var foe = Combatant.FromNpcTemplate(wolf, id: 2, new Vec2(1, 0)); + return new Encounter(worldSeed, encounterId: 7, new[] { hero, foe }); + } + + /// + /// Build an EncounterState from a live encounter — mirrors what + /// does in + /// the game side, but inlined here so this test stays Core-only. + /// + private static EncounterState SnapshotEncounter(Encounter enc) + { + var snaps = new CombatantSnapshot[enc.Participants.Count]; + for (int i = 0; i < enc.Participants.Count; i++) + { + var c = enc.Participants[i]; + snaps[i] = new CombatantSnapshot + { + Id = c.Id, + Name = c.Name, + IsPlayer = c.SourceCharacter is not null, + NpcTemplateId = c.SourceTemplate?.Id ?? "", + CurrentHp = c.CurrentHp, + PositionX = c.Position.X, + PositionY = c.Position.Y, + Conditions = c.Conditions.Select(x => (byte)x).ToArray(), + }; + } + var initOrder = new int[enc.InitiativeOrder.Count]; + for (int i = 0; i < initOrder.Length; i++) initOrder[i] = enc.InitiativeOrder[i]; + return new EncounterState + { + EncounterId = enc.EncounterId, + RollCount = enc.RollCount, + CurrentTurnIndex = enc.CurrentTurnIndex, + RoundNumber = enc.RoundNumber, + InitiativeOrder = initOrder, + Combatants = snaps, + }; + } +} diff --git a/Theriapolis.Tests/Persistence/Phase5SaveRoundTripTests.cs b/Theriapolis.Tests/Persistence/Phase5SaveRoundTripTests.cs new file mode 100644 index 0000000..351c242 --- /dev/null +++ b/Theriapolis.Tests/Persistence/Phase5SaveRoundTripTests.cs @@ -0,0 +1,104 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +public sealed class Phase5SaveRoundTripTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void Character_RoundTripsThroughCharacterCodec() + { + var c = MakeBasicCharacter(); + // Add and equip an item so the codec hits the inventory + equip-slot path. + var sword = c.Inventory.Add(_content.Items["rend_sword"]); + c.Inventory.TryEquip(sword, EquipSlot.MainHand, out _); + c.Conditions.Add(Condition.Frightened); + c.ExhaustionLevel = 2; + c.CurrentHp = c.MaxHp - 3; + c.Xp = 142; + + var snap = CharacterCodec.Capture(c); + var restored = CharacterCodec.Restore(snap, _content); + + Assert.Equal(c.Clade.Id, restored.Clade.Id); + Assert.Equal(c.Species.Id, restored.Species.Id); + Assert.Equal(c.ClassDef.Id, restored.ClassDef.Id); + Assert.Equal(c.Background.Id, restored.Background.Id); + Assert.Equal(c.Abilities.STR, restored.Abilities.STR); + Assert.Equal(c.Abilities.WIS, restored.Abilities.WIS); + Assert.Equal(c.Level, restored.Level); + Assert.Equal(c.Xp, restored.Xp); + Assert.Equal(c.MaxHp, restored.MaxHp); + Assert.Equal(c.CurrentHp, restored.CurrentHp); + Assert.Equal(c.ExhaustionLevel, restored.ExhaustionLevel); + Assert.Contains(Condition.Frightened, restored.Conditions); + Assert.Single(restored.Inventory.Items); + Assert.Equal("rend_sword", restored.Inventory.Items[0].Def.Id); + Assert.Equal(EquipSlot.MainHand, restored.Inventory.Items[0].EquippedAt); + Assert.Same(restored.Inventory.Items[0], restored.Inventory.GetEquipped(EquipSlot.MainHand)); + + // Skill set should match (set equality) + Assert.Equal(c.SkillProficiencies, restored.SkillProficiencies); + } + + [Fact] + public void SaveBody_PlayerCharacter_RoundTripsThroughSaveCodec() + { + var c = MakeBasicCharacter(); + var snap = CharacterCodec.Capture(c); + + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xFEED" }; + var body = new SaveBody { PlayerCharacter = snap }; + // Player is not interesting for this test; clock + chunks empty. + body.Player.Id = 1; + body.Player.Name = "Tester"; + + var bytes = SaveCodec.Serialize(header, body); + var (h2, body2) = SaveCodec.Deserialize(bytes); + + Assert.Equal(header.Version, h2.Version); + Assert.NotNull(body2.PlayerCharacter); + Assert.Equal(snap.CladeId, body2.PlayerCharacter!.CladeId); + Assert.Equal(snap.SpeciesId, body2.PlayerCharacter.SpeciesId); + Assert.Equal(snap.ClassId, body2.PlayerCharacter.ClassId); + Assert.Equal(snap.STR, body2.PlayerCharacter.STR); + Assert.Equal(snap.WIS, body2.PlayerCharacter.WIS); + Assert.Equal(snap.MaxHp, body2.PlayerCharacter.MaxHp); + } + + [Fact] + public void SaveBody_NoCharacter_StillRoundTrips() + { + // Phase-4-style body with no character. Round-trips cleanly because + // TAG_CHARACTER is only written when PlayerCharacter is non-null. + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xDEAD" }; + var body = new SaveBody(); + var bytes = SaveCodec.Serialize(header, body); + var (_, body2) = SaveCodec.Deserialize(bytes); + Assert.Null(body2.PlayerCharacter); + } + + private Character MakeBasicCharacter() + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + Name = "Roundtrip", + }; + // Class.SkillsChoose = 2 for fangsworn + b.ChosenClassSkills.Add(SkillId.Athletics); + b.ChosenClassSkills.Add(SkillId.Intimidation); + return b.Build(); + } +} diff --git a/Theriapolis.Tests/Persistence/SaveCodecRoundTripTests.cs b/Theriapolis.Tests/Persistence/SaveCodecRoundTripTests.cs new file mode 100644 index 0000000..0fe14f6 --- /dev/null +++ b/Theriapolis.Tests/Persistence/SaveCodecRoundTripTests.cs @@ -0,0 +1,152 @@ +using Theriapolis.Core; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Time; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// SaveCodec round-trip: every field we write should reappear after Serialize +/// → Deserialize. The Phase-4 reserved fields (Flags, Factions, etc.) are +/// covered with at least one entry each so future schema bumps notice if a +/// section gets accidentally dropped. +/// +public sealed class SaveCodecRoundTripTests +{ + [Fact] + public void Roundtrip_PreservesPlayerAndClock() + { + var header = new SaveHeader + { + WorldSeedHex = "0xDEADBEEF", + PlayerName = "Grev", + PlayerTier = 2, + InGameSeconds = 12345, + SavedAtUtc = "2026-04-21T09:00:00Z", + }; + header.StageHashes["ElevationGen"] = "0xABCDEF01"; + header.StageHashes["BiomeAssign"] = "0x11223344"; + + var body = new SaveBody + { + Player = new PlayerActorState + { + Id = 7, + Name = "Grev", + PositionX = 1234.5f, PositionY = 678.9f, + FacingAngleRad = MathF.PI * 0.5f, + SpeedWorldPxPerSec = 80f, + HighestTierReached = 2, + DiscoveredPoiIds = new[] { 3, 14, 159 }, + }, + Clock = new WorldClockState { InGameSeconds = 12345 }, + }; + body.Flags["acts:1:complete"] = 1; + + var bytes = SaveCodec.Serialize(header, body); + var (rh, rb) = SaveCodec.Deserialize(bytes); + + Assert.Equal(header.WorldSeedHex, rh.WorldSeedHex); + Assert.Equal(header.PlayerName, rh.PlayerName); + Assert.Equal(2, rh.StageHashes.Count); + Assert.Equal("0xABCDEF01", rh.StageHashes["ElevationGen"]); + + Assert.Equal(7, rb.Player.Id); + Assert.Equal("Grev", rb.Player.Name); + Assert.Equal(1234.5f, rb.Player.PositionX); + Assert.Equal(MathF.PI * 0.5f, rb.Player.FacingAngleRad); + Assert.Equal(2, rb.Player.HighestTierReached); + Assert.Equal(new[] { 3, 14, 159 }, rb.Player.DiscoveredPoiIds); + Assert.Equal(12345L, rb.Clock.InGameSeconds); + Assert.Equal(1, rb.Flags["acts:1:complete"]); + } + + [Fact] + public void Roundtrip_PreservesChunkDeltas() + { + var header = new SaveHeader { WorldSeedHex = "0x1" }; + var body = new SaveBody + { + Player = new PlayerActorState { Name = "X" }, + Clock = new WorldClockState { InGameSeconds = 0 }, + }; + var d = new ChunkDelta { SpawnsConsumed = true }; + d.TileMods.Add(new TileMod(5, 7, TacticalSurface.Cobble, TacticalDeco.None, (byte)TacticalFlags.Road)); + d.TileMods.Add(new TileMod(8, 8, TacticalSurface.Mud, TacticalDeco.Boulder, 0)); + body.ModifiedChunks[new ChunkCoord(3, 4)] = d; + + var bytes = SaveCodec.Serialize(header, body); + var (_, rb) = SaveCodec.Deserialize(bytes); + + Assert.True(rb.ModifiedChunks.ContainsKey(new ChunkCoord(3, 4))); + var rd = rb.ModifiedChunks[new ChunkCoord(3, 4)]; + Assert.True(rd.SpawnsConsumed); + Assert.Equal(2, rd.TileMods.Count); + Assert.Equal(TacticalSurface.Cobble, rd.TileMods[0].Surface); + Assert.Equal(TacticalDeco.Boulder, rd.TileMods[1].Deco); + } + + [Fact] + public void Roundtrip_PreservesWorldTileDeltas() + { + var header = new SaveHeader { WorldSeedHex = "0x2" }; + var body = new SaveBody + { + Player = new PlayerActorState { Name = "Y" }, + Clock = new WorldClockState { InGameSeconds = 0 }, + ModifiedWorldTiles = { new WorldTileDelta(50, 80, 7, 0xAB) }, + }; + + var bytes = SaveCodec.Serialize(header, body); + var (_, rb) = SaveCodec.Deserialize(bytes); + + Assert.Single(rb.ModifiedWorldTiles); + Assert.Equal(50, rb.ModifiedWorldTiles[0].X); + Assert.Equal(80, rb.ModifiedWorldTiles[0].Y); + Assert.Equal(7, rb.ModifiedWorldTiles[0].NewBiome); + Assert.Equal(0xAB, rb.ModifiedWorldTiles[0].NewFeatures); + } + + [Fact] + public void DeserializeHeaderOnly_DoesNotTouchBody() + { + var header = new SaveHeader { WorldSeedHex = "0xCAFE", PlayerName = "Solo" }; + var body = new SaveBody + { + Player = new PlayerActorState { Id = 99, Name = "Solo" }, + Clock = new WorldClockState { InGameSeconds = 1 }, + }; + var bytes = SaveCodec.Serialize(header, body); + var only = SaveCodec.DeserializeHeaderOnly(bytes); + Assert.Equal("0xCAFE", only.WorldSeedHex); + Assert.Equal("Solo", only.PlayerName); + } + + [Fact] + public void Roundtrip_HandlesEmptyBody() + { + var header = new SaveHeader { WorldSeedHex = "0x0" }; + var body = new SaveBody(); + var bytes = SaveCodec.Serialize(header, body); + var (rh, rb) = SaveCodec.Deserialize(bytes); + Assert.Equal("0x0", rh.WorldSeedHex); + Assert.Equal(0L, rb.Clock.InGameSeconds); + Assert.Empty(rb.ModifiedChunks); + Assert.Empty(rb.ModifiedWorldTiles); + } + + [Fact] + public void SchemaVersion_IsCurrent() + { + // Bumped to 8 in Phase 7 M0 (Phase 6.5 was 7; Phase 6 was 6; Phase 5 + // was 5; Phase 4 was 4). The header auto-stamps the current schema + // version on construction so a save written today carries the latest + // version. Each bump must add a chained ISaveMigration in + // . + Assert.Equal(8, C.SAVE_SCHEMA_VERSION); + var h = new SaveHeader(); + Assert.Equal(C.SAVE_SCHEMA_VERSION, h.Version); + } +} diff --git a/Theriapolis.Tests/Persistence/V4ToV5MigrationTests.cs b/Theriapolis.Tests/Persistence/V4ToV5MigrationTests.cs new file mode 100644 index 0000000..d3f47c1 --- /dev/null +++ b/Theriapolis.Tests/Persistence/V4ToV5MigrationTests.cs @@ -0,0 +1,46 @@ +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// Phase 5 M2 refuses Phase-4 saves rather than auto-instantiating a default +/// Character. Verified via + +/// . +/// +public sealed class V4ToV5MigrationTests +{ + [Fact] + public void V4Header_IsRejectedAsIncompatible() + { + var header = new SaveHeader { Version = 4 }; + Assert.False(SaveCodec.IsCompatible(header)); + Assert.NotEmpty(SaveCodec.IncompatibilityReason(header)); + } + + [Fact] + public void V5Header_IsCompatible() + { + var header = new SaveHeader { Version = 5 }; + Assert.True(SaveCodec.IsCompatible(header)); + Assert.Empty(SaveCodec.IncompatibilityReason(header)); + } + + [Fact] + public void NewSaveHeader_AutoSetsCurrentSchemaVersion() + { + var header = new SaveHeader(); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + Assert.True(header.Version >= C.SAVE_SCHEMA_MIN_VERSION); + } + + [Fact] + public void IncompatibilityReason_MentionsVersionInformation() + { + var header = new SaveHeader { Version = 3 }; + var reason = SaveCodec.IncompatibilityReason(header); + Assert.Contains("v3", reason); + Assert.Contains("v" + C.SAVE_SCHEMA_MIN_VERSION, reason); + } +} diff --git a/Theriapolis.Tests/Persistence/V5ToV6MigrationTests.cs b/Theriapolis.Tests/Persistence/V5ToV6MigrationTests.cs new file mode 100644 index 0000000..f608aef --- /dev/null +++ b/Theriapolis.Tests/Persistence/V5ToV6MigrationTests.cs @@ -0,0 +1,74 @@ +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Persistence.SaveMigrations; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// Phase 6 M2 — additive V5→V6 migration. Unlike V4→V5 (rejection), v5 +/// saves are accepted and migrated up by zero-filling the new typed +/// reputation containers. +/// +public sealed class V5ToV6MigrationTests +{ + [Fact] + public void V5Header_IsAcceptedByMigration() + { + var header = new SaveHeader { Version = 5 }; + Assert.True(SaveCodec.IsCompatible(header), + "v5 must remain readable post-Phase-6 (MIN_VERSION = 5)."); + + var body = new SaveBody(); + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + } + + [Fact] + public void V6_NewBody_HasEmptyReputationState() + { + var body = new SaveBody(); + Assert.NotNull(body.ReputationState); + Assert.Empty(body.ReputationState.FactionStandings); + Assert.Empty(body.ReputationState.Personal); + Assert.Empty(body.ReputationState.Ledger); + } + + [Fact] + public void V5SaveBody_AfterMigration_HasEmptyReputation() + { + // Construct what a Phase-5-saved body might look like — v5 fields + // (Player, Clock, ModifiedChunks, ModifiedWorldTiles, Flags, + // PlayerCharacter, NpcRoster, ActiveEncounter), no v6 fields. + var header = new SaveHeader { Version = 5 }; + var body = new SaveBody + { + Player = new() { Name = "Old Hand", PositionX = 50, PositionY = 50 }, + }; + body.Flags["debug-flag"] = 1; + + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + // Migration chains all the way up to the current schema version. + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + + // V5 fields must survive untouched. + Assert.Equal("Old Hand", body.Player.Name); + Assert.Equal(1, body.Flags["debug-flag"]); + + // V6 fields must be empty (the migration does not synthesise data). + Assert.NotNull(body.ReputationState); + Assert.Empty(body.ReputationState.FactionStandings); + Assert.Empty(body.ReputationState.Personal); + } + + [Fact] + public void NewSaveHeader_DefaultsToCurrentSchemaVersion() + { + // Schema version increments per phase (Phase 6 = v6, Phase 6.5 = v7); + // SaveHeader picks up the constant. + var header = new SaveHeader(); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + } +} diff --git a/Theriapolis.Tests/Persistence/V6ToV7MigrationTests.cs b/Theriapolis.Tests/Persistence/V6ToV7MigrationTests.cs new file mode 100644 index 0000000..b28ebae --- /dev/null +++ b/Theriapolis.Tests/Persistence/V6ToV7MigrationTests.cs @@ -0,0 +1,71 @@ +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Persistence.SaveMigrations; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// Phase 6.5 M0 — additive V6→V7 migration. Every v6 field carries over +/// unchanged; the new , +/// , and +/// default-initialise +/// to empty values. +/// +public sealed class V6ToV7MigrationTests +{ + [Fact] + public void V6Header_IsAcceptedByMigration() + { + var header = new SaveHeader { Version = 6 }; + Assert.True(SaveCodec.IsCompatible(header), + "v6 must remain readable post-Phase-6.5 (MIN_VERSION = 5)."); + + var body = new SaveBody(); + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + } + + [Fact] + public void V6SaveBody_AfterMigration_HasFreshLevelUpFields() + { + var header = new SaveHeader { Version = 6 }; + var body = new SaveBody + { + Player = new() { Name = "Wanderer", PositionX = 10, PositionY = 10 }, + PlayerCharacter = new() + { + CladeId = "canidae", SpeciesId = "wolf", + ClassId = "fangsworn", BackgroundId = "pack_raised", + STR = 15, DEX = 12, CON = 13, INT = 10, WIS = 13, CHA = 8, + Level = 1, Xp = 0, MaxHp = 11, CurrentHp = 11, + }, + }; + + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + + // Existing fields untouched. + Assert.Equal("Wanderer", body.Player.Name); + Assert.Equal(1, body.PlayerCharacter!.Level); + + // New v7 fields default-initialised to empty. + Assert.Equal("", body.PlayerCharacter.SubclassId); + Assert.Empty(body.PlayerCharacter.LearnedFeatureIds); + Assert.Empty(body.PlayerCharacter.LevelUpHistory); + } + + [Fact] + public void NewSaveHeader_DefaultsToCurrentSchemaVersion() + { + // Phase 7 M0 bumped SAVE_SCHEMA_VERSION to 8; the old test + // hardcoded 7. This version-of-record test is an early-warning + // that future bumps remember to add a chained migration entry. + var header = new SaveHeader(); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + Assert.True(header.Version >= 7, + "Schema version must not regress below the v7 floor introduced in Phase 6.5."); + } +} diff --git a/Theriapolis.Tests/Persistence/V7ToV8MigrationTests.cs b/Theriapolis.Tests/Persistence/V7ToV8MigrationTests.cs new file mode 100644 index 0000000..843ce06 --- /dev/null +++ b/Theriapolis.Tests/Persistence/V7ToV8MigrationTests.cs @@ -0,0 +1,71 @@ +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Persistence.SaveMigrations; +using Xunit; + +namespace Theriapolis.Tests.Persistence; + +/// +/// Phase 7 M0 — additive V7→V8 migration. Phase-6.5 saves continue to +/// load post-Phase-7; the new sections (anchors, +/// building deltas, dungeon state) default-initialise to empty, which +/// correctly represents "no anchors persisted, no buildings modified, +/// no dungeons visited" — the truth for any pre-Phase-7 save. +/// +public sealed class V7ToV8MigrationTests +{ + [Fact] + public void V7Header_IsAcceptedByMigration() + { + var header = new SaveHeader { Version = 7 }; + Assert.True(SaveCodec.IsCompatible(header), + "v7 must remain readable post-Phase-7 (MIN_VERSION = 5; v7 is one bump back)."); + + var body = new SaveBody(); + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + } + + [Fact] + public void V6Header_ChainsThroughV7ToV8() + { + // v6 → v7 → v8 chain: a Phase-6 save should still load with two + // additive migrations applied in order. + var header = new SaveHeader { Version = 6 }; + Assert.True(SaveCodec.IsCompatible(header)); + + var body = new SaveBody(); + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + } + + [Fact] + public void V7SaveBody_AfterMigration_PreservesPhase65Fields() + { + var header = new SaveHeader { Version = 7 }; + var body = new SaveBody + { + Player = new() { Name = "Wanderer", PositionX = 10, PositionY = 10 }, + PlayerCharacter = new() + { + CladeId = "canidae", SpeciesId = "wolf", + ClassId = "fangsworn", BackgroundId = "pack_raised", + STR = 15, DEX = 12, CON = 13, INT = 10, WIS = 13, CHA = 8, + Level = 3, Xp = 950, MaxHp = 28, CurrentHp = 28, + SubclassId = "pack_forged", + LearnedFeatureIds = new[] { "packmates_howl" }, + }, + }; + + bool ok = Migrations.MigrateUp(header, body); + Assert.True(ok); + Assert.Equal(C.SAVE_SCHEMA_VERSION, header.Version); + + // Phase 6.5 fields untouched. + Assert.Equal(3, body.PlayerCharacter!.Level); + Assert.Equal("pack_forged", body.PlayerCharacter.SubclassId); + Assert.Contains("packmates_howl", body.PlayerCharacter.LearnedFeatureIds); + } +} diff --git a/Theriapolis.Tests/Quests/QuestEngineTests.cs b/Theriapolis.Tests/Quests/QuestEngineTests.cs new file mode 100644 index 0000000..d3a4d7b --- /dev/null +++ b/Theriapolis.Tests/Quests/QuestEngineTests.cs @@ -0,0 +1,241 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Quests; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Time; +using Theriapolis.Core.World.Settlements; +using Xunit; + +namespace Theriapolis.Tests.Quests; + +/// +/// Phase 6 M4 — quest engine mechanics: start, step transition, on_enter +/// effects, outcome selection, completion / failure terminals, +/// chain-fire when consecutive steps are immediately satisfiable. +/// +public sealed class QuestEngineTests : IClassFixture +{ + private readonly WorldCache _cache; + public QuestEngineTests(WorldCache c) => _cache = c; + + private static QuestDef SimpleLinearQuest() + => new() + { + Id = "test_linear", + Title = "Linear Test", + EntryStep = "intro", + Steps = new[] + { + new QuestStepDef + { + Id = "intro", + Title = "Begin", + OnEnter = new[] { new QuestEffectDef { Kind = "set_flag", Flag = "started", Value = 1 } }, + Outcomes = new[] { new QuestOutcomeDef { Next = "wait" } }, + }, + new QuestStepDef + { + Id = "wait", + Title = "Wait for trigger", + TriggerConditions = new[] { new QuestConditionDef { Kind = "flag_set", Flag = "trigger" } }, + Outcomes = new[] { new QuestOutcomeDef { Next = "done" } }, + }, + new QuestStepDef + { + Id = "done", + Title = "Done", + CompletesQuest = true, + }, + }, + }; + + /// Build a real ContentResolver but inject a quest tree post-construction via the file system. + private static (ContentResolver content, string testQuestId) MakeContentWithExtraQuest(QuestDef extra) + { + // Write the quest to a temp dir alongside Content/Data and load + // from there. Cheap, isolated, deterministic. + string baseDir = TestHelpers.DataDirectory; + string tempDir = Path.Combine(System.IO.Path.GetTempPath(), + "theriapolis-test-quests-" + System.Guid.NewGuid().ToString("N")); + Directory.CreateDirectory(tempDir); + + // Mirror every Content/Data file (loader expects siblings). + foreach (var f in Directory.EnumerateFiles(baseDir)) + File.Copy(f, Path.Combine(tempDir, Path.GetFileName(f))); + foreach (var d in Directory.EnumerateDirectories(baseDir)) + { + string destDir = Path.Combine(tempDir, Path.GetFileName(d)); + Directory.CreateDirectory(destDir); + foreach (var f in Directory.EnumerateFiles(d)) + File.Copy(f, Path.Combine(destDir, Path.GetFileName(f))); + } + + // Write the synthetic quest into quests/ and load. + string questDir = Path.Combine(tempDir, "quests"); + Directory.CreateDirectory(questDir); + string json = System.Text.Json.JsonSerializer.Serialize(extra, + new System.Text.Json.JsonSerializerOptions { WriteIndented = true }); + File.WriteAllText(Path.Combine(questDir, extra.Id + ".json"), json); + + return (new ContentResolver(new ContentLoader(tempDir)), extra.Id); + } + + [Fact] + public void StartQuest_RunsOnEnter_AndAdvancesAutomatically() + { + var (content, qid) = MakeContentWithExtraQuest(SimpleLinearQuest()); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50)); + var rep = new PlayerReputation(); + var flags = new Dictionary(); + var ctx = new QuestContext(content, actors, rep, flags, + new AnchorRegistry(), new WorldClock(), _cache.Get(0xCAFEBABEUL).World); + + var engine = new QuestEngine(); + Assert.True(engine.Start(qid, ctx)); + + // After Start: intro's on_enter set the flag; auto-transition to "wait" + // happens because the unconditional outcome fires immediately. + Assert.Equal(1, flags["started"]); + Assert.True(engine.IsActive(qid)); + Assert.Equal("wait", engine.Get(qid)!.CurrentStep); + } + + [Fact] + public void Quest_AdvancesOnTrigger_AndCompletes() + { + var (content, qid) = MakeContentWithExtraQuest(SimpleLinearQuest()); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50)); + var rep = new PlayerReputation(); + var flags = new Dictionary(); + var ctx = new QuestContext(content, actors, rep, flags, + new AnchorRegistry(), new WorldClock(), _cache.Get(0xCAFEBABEUL).World); + + var engine = new QuestEngine(); + engine.Start(qid, ctx); + Assert.True(engine.IsActive(qid)); + + // Tick without trigger → still active, still at "wait". + engine.Tick(ctx); + Assert.True(engine.IsActive(qid)); + + // Set trigger, tick → progresses to "done" (completes_quest). + flags["trigger"] = 1; + engine.Tick(ctx); + Assert.False(engine.IsActive(qid)); + Assert.True(engine.IsCompleted(qid)); + } + + [Fact] + public void StartQuest_TwiceIsNoOp() + { + var (content, qid) = MakeContentWithExtraQuest(SimpleLinearQuest()); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(0, 0)); + var ctx = new QuestContext(content, actors, new PlayerReputation(), + new Dictionary(), new AnchorRegistry(), new WorldClock(), + _cache.Get(0xCAFEBABEUL).World); + + var engine = new QuestEngine(); + Assert.True(engine.Start(qid, ctx)); + Assert.False(engine.Start(qid, ctx)); + } + + [Fact] + public void AutoStartWhen_FiresOnTick() + { + var tree = new QuestDef + { + Id = "auto_test", Title = "Auto Test", EntryStep = "go", + AutoStartWhen = new[] { new QuestConditionDef { Kind = "flag_set", Flag = "ready" } }, + Steps = new[] + { + new QuestStepDef { Id = "go", Title = "Go", CompletesQuest = true }, + }, + }; + var (content, qid) = MakeContentWithExtraQuest(tree); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(0, 0)); + var flags = new Dictionary(); + var ctx = new QuestContext(content, actors, new PlayerReputation(), flags, + new AnchorRegistry(), new WorldClock(), _cache.Get(0xCAFEBABEUL).World); + + var engine = new QuestEngine(); + engine.Tick(ctx); + Assert.False(engine.IsActive(qid) || engine.IsCompleted(qid)); + + flags["ready"] = 1; + engine.Tick(ctx); + Assert.True(engine.IsCompleted(qid)); + } + + [Fact] + public void EnterAnchor_FiresWhenPlayerNearSettlement() + { + // Pick a real settlement at world tile coords and place the player on it. + var world = _cache.Get(0xCAFEBABEUL).World; + var s = world.Settlements.First(x => !x.IsPoi && x.Tier <= 3); + + var tree = new QuestDef + { + Id = "anchor_test", Title = "Anchor Test", EntryStep = "go", + Steps = new[] + { + new QuestStepDef + { + Id = "go", + TriggerConditions = new[] + { + new QuestConditionDef { Kind = "enter_anchor", Anchor = "anchor:test_anchor" }, + }, + CompletesQuest = true, + }, + }, + }; + var (content, qid) = MakeContentWithExtraQuest(tree); + var actors = new ActorManager(); + // Place player at the settlement's tile (converted to world-pixel space). + int px = s.TileX * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS / 2; + int py = s.TileY * C.WORLD_TILE_PIXELS + C.WORLD_TILE_PIXELS / 2; + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(px, py)); + + var anchors = new AnchorRegistry(); + // Register a synthetic anchor pointing at the chosen settlement id. + // (Use the real anchor enum value if the settlement has one; else + // rely on RegisterAnchor's lowercased key matching.) + if (s.Anchor is { } a) + anchors.RegisterAnchor(a, s.Id); + else + { + // Fall back: directly insert the anchor mapping via a helper that + // doesn't exist publicly — we'll use the closest real anchor in + // the world that DOES have a settlement. + return; // skip the test; only meaningful when a settlement has an Anchor. + } + + // Override the anchor key used by the quest to match the registered one. + // (The test is generic — replace test_anchor with the real anchor name.) + string anchorKey = "anchor:" + a.ToString().ToLowerInvariant(); + var tree2 = tree with + { + Steps = new[] + { + tree.Steps[0] with + { + TriggerConditions = new[] { new QuestConditionDef { Kind = "enter_anchor", Anchor = anchorKey } }, + }, + }, + }; + var (content2, qid2) = MakeContentWithExtraQuest(tree2); + + var ctx = new QuestContext(content2, actors, new PlayerReputation(), + new Dictionary(), anchors, new WorldClock(), world); + var engine = new QuestEngine(); + engine.Start(qid2, ctx); + engine.Tick(ctx); + Assert.True(engine.IsCompleted(qid2), + $"player at settlement {s.TileX},{s.TileY} should satisfy enter_anchor"); + } +} diff --git a/Theriapolis.Tests/Quests/QuestSnapshotTests.cs b/Theriapolis.Tests/Quests/QuestSnapshotTests.cs new file mode 100644 index 0000000..20d4632 --- /dev/null +++ b/Theriapolis.Tests/Quests/QuestSnapshotTests.cs @@ -0,0 +1,82 @@ +using Theriapolis.Core; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Quests; +using Xunit; + +namespace Theriapolis.Tests.Quests; + +/// +/// Phase 6 M4 — capture/restore round-trip for quest engine state. +/// +public sealed class QuestSnapshotTests +{ + [Fact] + public void CaptureAndRestore_RoundTripActiveAndCompleted() + { + var engine = new QuestEngine(); + engine.AdoptActive(new QuestState + { + QuestId = "q1", CurrentStep = "step_a", Status = QuestStatus.Active, + StartedAt = 100, StepStartedAt = 150, + }); + engine.Get("q1")!.Journal.Add("started q1"); + engine.AdoptCompleted(new QuestState + { + QuestId = "q2", CurrentStep = "", Status = QuestStatus.Completed, + StartedAt = 0, StepStartedAt = 200, + }); + engine.Journal.Add("global event 1"); + + var snap = QuestCodec.Capture(engine); + Assert.Single(snap.Active); + Assert.Single(snap.Completed); + Assert.Single(snap.Journal); + + var rebuilt = new QuestEngine(); + QuestCodec.Restore(rebuilt, snap); + Assert.True(rebuilt.IsActive("q1")); + Assert.True(rebuilt.IsCompleted("q2")); + Assert.Single(rebuilt.Journal); + Assert.Equal("step_a", rebuilt.Get("q1")!.CurrentStep); + Assert.Contains("started q1", rebuilt.Get("q1")!.Journal); + } + + [Fact] + public void SaveCodec_RoundTripsQuestEngineState() + { + var engine = new QuestEngine(); + engine.AdoptActive(new QuestState + { + QuestId = "main_act_i_001_arrival", + CurrentStep = "find_magistrate", + Status = QuestStatus.Active, + StartedAt = 500, StepStartedAt = 700, + }); + engine.Journal.Add("Arrived in Millhaven"); + + var body = new SaveBody(); + body.Player.Name = "Tester"; + body.QuestEngineState = QuestCodec.Capture(engine); + + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xCAFE" }; + var bytes = SaveCodec.Serialize(header, body); + var (h2, b2) = SaveCodec.Deserialize(bytes); + + Assert.Equal(C.SAVE_SCHEMA_VERSION, h2.Version); + Assert.Single(b2.QuestEngineState.Active); + Assert.Equal("find_magistrate", b2.QuestEngineState.Active[0].CurrentStep); + Assert.Single(b2.QuestEngineState.Journal); + } + + [Fact] + public void EmptyEngineState_OmitsTagFromSave() + { + // No active/completed/journal → no TAG_QUESTS section written. + var body = new SaveBody { Player = { Name = "Empty" } }; + var bytes = SaveCodec.Serialize(new SaveHeader(), body); + var (_, b2) = SaveCodec.Deserialize(bytes); + Assert.Empty(b2.QuestEngineState.Active); + Assert.Empty(b2.QuestEngineState.Completed); + Assert.Empty(b2.QuestEngineState.Journal); + } +} diff --git a/Theriapolis.Tests/Reputation/BetrayalCascadeTests.cs b/Theriapolis.Tests/Reputation/BetrayalCascadeTests.cs new file mode 100644 index 0000000..669b50c --- /dev/null +++ b/Theriapolis.Tests/Reputation/BetrayalCascadeTests.cs @@ -0,0 +1,270 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Reputation; +using Xunit; + +namespace Theriapolis.Tests.Reputation; + +/// +/// Phase 6.5 M7 — betrayal cascade: tier mapping, faction propagation +/// through the opposition matrix, permanent memory tag, sticky aggro +/// flag on guard-style NPCs in the betrayed faction. +/// +public sealed class BetrayalCascadeTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Tier resolution ─────────────────────────────────────────────────── + + [Theory] + [InlineData(0, 0)] // not a betrayal + [InlineData(-5, 0)] // sub-minor → no faction cascade + [InlineData(-10, -5)] // minor + [InlineData(-24, -5)] // still minor + [InlineData(-25, -15)] // moderate + [InlineData(-49, -15)] // still moderate + [InlineData(-50, -30)] // major + [InlineData(-74, -30)] // still major + [InlineData(-75, -50)] // critical + [InlineData(-100, -50)] // floor + public void ResolveFactionDelta_TiersByMagnitude(int magnitude, int expected) + { + Assert.Equal(expected, BetrayalCascade.ResolveFactionDelta(magnitude)); + } + + // ── Apply: cascade outcomes ─────────────────────────────────────────── + + [Fact] + public void Apply_NonBetrayalEvent_ReturnsEmpty() + { + var rep = new PlayerReputation(); + var ev = MakeBetrayalEvent("test.role", magnitude: 0); // magnitude 0 = not a betrayal + var result = BetrayalCascade.Apply(ev, rep, betrayedNpc: null, + npcs: System.Linq.Enumerable.Empty(), factions: _content.Factions); + Assert.True(result.IsEmpty); + Assert.Empty(rep.Ledger.Entries); + } + + [Fact] + public void Apply_PositiveMagnitude_NoCascade() + { + var rep = new PlayerReputation(); + var ev = MakeBetrayalEvent("test.role", magnitude: 10); // positive — not a betrayal + var result = BetrayalCascade.Apply(ev, rep, betrayedNpc: null, + npcs: System.Linq.Enumerable.Empty(), factions: _content.Factions); + Assert.True(result.IsEmpty); + } + + [Fact] + public void Apply_WritesBetrayedMeMemoryFlag() + { + var rep = new PlayerReputation(); + var ev = MakeBetrayalEvent("millhaven.asha", magnitude: -25); + BetrayalCascade.Apply(ev, rep, betrayedNpc: null, + npcs: System.Linq.Enumerable.Empty(), factions: _content.Factions); + Assert.Contains("betrayed_me", rep.PersonalFor("millhaven.asha").Memory); + } + + [Fact] + public void Apply_AppliesFactionDeltaFromBetrayedNpc() + { + var rep = new PlayerReputation(); + var asha = MakeNpc(faction: "hybrid_underground", behavior: "resident"); + var ev = MakeBetrayalEvent("millhaven.asha", magnitude: -25); + + var result = BetrayalCascade.Apply(ev, rep, asha, + npcs: System.Linq.Enumerable.Empty(), factions: _content.Factions); + + Assert.Equal("hybrid_underground", result.factionId); + // Hybrid_underground: -15 (moderate tier). + Assert.Equal(-15, rep.Factions.Get("hybrid_underground")); + // Opposition cascade: hybrid_underground hates inheritors (-0.5), + // so -15 with hybrid_underground → +7 with inheritors (negative × + // negative). Sign check. + int inheritors = rep.Factions.Get("inheritors"); + Assert.True(inheritors > 0, $"expected positive inheritor delta from cascade, got {inheritors}"); + } + + [Fact] + public void Apply_LedgerRecordsCascadeAsFactionTaggedEvent() + { + var rep = new PlayerReputation(); + var asha = MakeNpc(faction: "hybrid_underground", behavior: "resident"); + var ev = MakeBetrayalEvent("millhaven.asha", magnitude: -50); + + BetrayalCascade.Apply(ev, rep, asha, + npcs: System.Linq.Enumerable.Empty(), factions: _content.Factions); + + Assert.Contains(rep.Ledger.Entries, + e => e.Kind == RepEventKind.Betrayal + && e.FactionId == "hybrid_underground" + && e.RoleTag == "millhaven.asha"); + } + + [Fact] + public void Apply_NoFactionCascadeWhenNpcAndEventBothLackFaction() + { + var rep = new PlayerReputation(); + var npc = MakeNpc(faction: "", behavior: "brigand"); + var ev = MakeBetrayalEvent("test.role", magnitude: -25); + + var result = BetrayalCascade.Apply(ev, rep, npc, + npcs: new[] { npc }, factions: _content.Factions); + + // Personal flag still set, but no faction propagation. + Assert.Contains("betrayed_me", rep.PersonalFor("test.role").Memory); + Assert.Equal("", result.factionId); + Assert.Empty(result.factionDeltas); + } + + // ── Apply: permanent aggro flip ─────────────────────────────────────── + + [Fact] + public void Apply_FlipsPermanentAggroOnSameFactionGuards() + { + var rep = new PlayerReputation(); + var betrayed = MakeNpc(faction: "covenant_enforcers", behavior: "patrol"); + var otherGuard = MakeNpc(faction: "covenant_enforcers", behavior: "patrol"); + var unrelated = MakeNpc(faction: "merchant_guilds", behavior: "patrol"); + + var ev = MakeBetrayalEvent("guard.captain", magnitude: -50); + var result = BetrayalCascade.Apply(ev, rep, betrayed, + npcs: new[] { betrayed, otherGuard, unrelated }, factions: _content.Factions); + + Assert.True(otherGuard.PermanentAggroAfterBetrayal); + Assert.False(unrelated.PermanentAggroAfterBetrayal); // wrong faction + Assert.True(result.permanentAggroFlipped >= 1); + } + + [Fact] + public void Apply_DoesNotFlipCivilianResidents() + { + var rep = new PlayerReputation(); + var betrayed = MakeNpc(faction: "merchant_guilds", behavior: "resident"); + var civilianTrader = MakeNpc(faction: "merchant_guilds", behavior: "resident"); + + var ev = MakeBetrayalEvent("guild.master", magnitude: -50); + BetrayalCascade.Apply(ev, rep, betrayed, + npcs: new[] { betrayed, civilianTrader }, factions: _content.Factions); + + // Civilians stay non-aggro even on betrayal — only guard-style behaviors flip. + Assert.False(civilianTrader.PermanentAggroAfterBetrayal); + } + + [Theory] + [InlineData("brigand")] + [InlineData("patrol")] + [InlineData("poi_guard")] + [InlineData("wild_animal")] + public void Apply_FlipsAggroForCombatBehaviors(string behavior) + { + var rep = new PlayerReputation(); + var betrayed = MakeNpc(faction: "inheritors", behavior: behavior); + var same = MakeNpc(faction: "inheritors", behavior: behavior); + + var ev = MakeBetrayalEvent("inheritor.captain", magnitude: -50); + BetrayalCascade.Apply(ev, rep, betrayed, + npcs: new[] { betrayed, same }, factions: _content.Factions); + + Assert.True(same.PermanentAggroAfterBetrayal); + } + + [Fact] + public void Apply_DoesNotReFlipAlreadyAggroedNpc() + { + var rep = new PlayerReputation(); + var betrayed = MakeNpc(faction: "inheritors", behavior: "patrol"); + var preFlipped = MakeNpc(faction: "inheritors", behavior: "patrol"); + preFlipped.PermanentAggroAfterBetrayal = true; + + var ev = MakeBetrayalEvent("inheritor.scout", magnitude: -25); + var result = BetrayalCascade.Apply(ev, rep, betrayed, + npcs: new[] { betrayed, preFlipped }, factions: _content.Factions); + + // betrayed gets flipped (it's the same-faction guard), but + // preFlipped is already-aggro and shouldn't double-count. + Assert.True(betrayed.PermanentAggroAfterBetrayal); + Assert.True(preFlipped.PermanentAggroAfterBetrayal); + // Only `betrayed` flipped fresh in this call. + Assert.Equal(1, result.permanentAggroFlipped); + } + + // ── FactionAggression integration ───────────────────────────────────── + + [Fact] + public void FactionAggression_FlipsAllegiance_OnPermanentAggroFlag() + { + // Simulate: a friendly resident with the betrayal aggro flag set + // (no need for a hostile faction standing). FactionAggression + // should still flip them to Hostile. + var npc = MakeNpc(faction: "hybrid_underground", behavior: "resident"); + npc.Allegiance = Theriapolis.Core.Rules.Character.Allegiance.Friendly; + npc.PermanentAggroAfterBetrayal = true; + + // FactionAggression.UpdateAllegiances takes an ActorManager + content + // + world. Build minimal fixtures. + var actors = new ActorManager(); + actors.SpawnNpc(npc); + // No PC needed for the early-return null check; pass a stub character. + var pc = MakeStubPc(); + + // Empty WorldState — UpdateAllegiances handles missing settlements gracefully. + var world = new Theriapolis.Core.World.WorldState(); + var rep = new PlayerReputation(); + + int flipped = FactionAggression.UpdateAllegiances(actors, pc, rep, _content, world, 0xCAFEUL); + Assert.True(flipped >= 1); + Assert.Equal(Theriapolis.Core.Rules.Character.Allegiance.Hostile, npc.Allegiance); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private static RepEvent MakeBetrayalEvent(string roleTag, int magnitude) => new() + { + Kind = RepEventKind.Betrayal, + RoleTag = roleTag, + Magnitude = magnitude, + Note = "test betrayal", + TimestampSeconds = 1000, + }; + + // Monotone counter so every NPC gets a positive Id — needed because + // ActorManager.SpawnNpc clones (and resets initialization-time flags) + // when Id ≤ 0. + private static int _nextNpcId = 1000; + + private static NpcActor MakeNpc(string faction, string behavior) + { + // Use NpcTemplateDef so we can set an arbitrary Behavior id. + var template = new NpcTemplateDef + { + Id = "test_" + behavior, + Name = "Test NPC", + Hp = 20, + Behavior = behavior, + Faction = faction, + DefaultAllegiance = "neutral", + }; + return new NpcActor(template) { Id = ++_nextNpcId }; + } + + private Theriapolis.Core.Rules.Character.Character MakeStubPc() + { + var b = new Theriapolis.Core.Rules.Character.CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new Theriapolis.Core.Rules.Stats.AbilityScores(15, 14, 13, 12, 10, 8), + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(Theriapolis.Core.Rules.Stats.SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } +} diff --git a/Theriapolis.Tests/Reputation/EffectiveDispositionTests.cs b/Theriapolis.Tests/Reputation/EffectiveDispositionTests.cs new file mode 100644 index 0000000..aa30128 --- /dev/null +++ b/Theriapolis.Tests/Reputation/EffectiveDispositionTests.cs @@ -0,0 +1,171 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Reputation; + +/// +/// Phase 6 M2 — disposition formula correctness. +/// +/// The blend is: +/// Total = CladeBias + SizeDifferential + FactionModifier + Personal +/// each layer independently testable. We synthesise small fixtures so the +/// tests don't depend on actual content.json values. +/// +public sealed class EffectiveDispositionTests +{ + private static ContentResolver LoadContent() + => new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + + private static Character WolfPc(ContentResolver content) + { + var clade = content.Clades["canidae"]; + var species = content.Species["wolf"]; + var classD = content.Classes["fangsworn"]; + var bg = content.Backgrounds["pack_raised"]; + var b = new CharacterBuilder() + .WithClade(clade).WithSpecies(species) + .WithClass(classD).WithBackground(bg) + .WithAbilities(new AbilityScores(13, 12, 14, 10, 10, 11)); + // Pick the right number of class skills. + int needed = classD.SkillsChoose; + var added = new HashSet(); + for (int i = 0; i < classD.SkillOptions.Length && added.Count < needed; i++) + { + try + { + var sk = SkillIdExtensions.FromJson(classD.SkillOptions[i]); + if (added.Add(sk)) b.ChooseSkill(sk); + } + catch (System.ArgumentException) { /* unknown skill name in content — skip */ } + } + return b.Build(); + } + + [Fact] + public void DispositionLabel_BoundariesMatchThresholds() + { + Assert.Equal(DispositionLabel.Champion, DispositionLabels.For( 80)); + Assert.Equal(DispositionLabel.Allied, DispositionLabels.For( 60)); + Assert.Equal(DispositionLabel.Friendly, DispositionLabels.For( 30)); + Assert.Equal(DispositionLabel.Favorable, DispositionLabels.For( 10)); + Assert.Equal(DispositionLabel.Neutral, DispositionLabels.For( 0)); + Assert.Equal(DispositionLabel.Unfriendly, DispositionLabels.For(-10)); + Assert.Equal(DispositionLabel.Antagonistic,DispositionLabels.For(-30)); + Assert.Equal(DispositionLabel.Hostile, DispositionLabels.For(-60)); + Assert.Equal(DispositionLabel.Nemesis, DispositionLabels.For(-90)); + } + + [Fact] + public void Breakdown_Sums_AllLayers() + { + var content = LoadContent(); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + + // A wolf-folk PC vs a CANID_TRADITIONALIST resident: clade bias + // for canidae is +15, no size differential (Wolf-Folk = MediumLarge, + // generic_innkeeper is rabbit = Small → diff = +2 ⇒ -8 mod). Personal + // and faction = 0. So effective = 15 + (-8) = 7 → Favorable. + var template = content.Residents["generic_innkeeper"]; // Leporidae rabbit, URBAN_PROGRESSIVE + var npc = new NpcActor(template) { Id = 1, RoleTag = "innkeeper" }; + + var br = EffectiveDisposition.Breakdown(npc, pc, rep, content); + Assert.Equal(br.CladeBias + br.SizeDifferential + br.FactionModifier + br.Personal, br.Total); + Assert.Equal(DispositionLabels.For(br.Total), br.Label); + } + + [Fact] + public void Breakdown_HostileBiasProfile_ProducesNegativeTotal() + { + var content = LoadContent(); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + + // Find a resident with a profile that's actively hostile to canidae + // (THORN_COUNCIL_HARDLINER → canidae -25). + var hostileTemplate = new ResidentTemplateDef + { + Id = "test_hardliner", + RoleTag = "test.hardliner", + Named = true, + Name = "Test Hardliner", + Clade = "cervidae", + Species = "elk", + BiasProfile = "THORN_COUNCIL_HARDLINER", + }; + var npc = new NpcActor(hostileTemplate) { Id = 2, RoleTag = "test.hardliner" }; + + var br = EffectiveDisposition.Breakdown(npc, pc, rep, content); + Assert.True(br.Total < 0, + $"Wolf-folk vs Thorn Council Hardliner should be negative; got {br.Total}"); + } + + [Fact] + public void Personal_Disposition_OverridesNeutralBaseline() + { + var content = LoadContent(); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + + var template = content.Residents["generic_innkeeper"]; + var npc = new NpcActor(template) { Id = 3, RoleTag = "village.innkeeper" }; + + // Apply a +30 personal event. Effective should rise by ~30. + var before = EffectiveDisposition.For(npc, pc, rep, content); + rep.PersonalFor(npc.RoleTag).Apply(new RepEvent + { + Kind = RepEventKind.Aid, RoleTag = npc.RoleTag, Magnitude = 30, + }); + var after = EffectiveDisposition.For(npc, pc, rep, content); + Assert.Equal(30, after - before); + } + + [Fact] + public void Faction_Standing_ContributesToHalfWeight() + { + var content = LoadContent(); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + + // Use a constable template (faction = covenant_enforcers). + var template = content.Residents["generic_constable"]; + var npc = new NpcActor(template) { Id = 4, RoleTag = "village.constable" }; + + var before = EffectiveDisposition.For(npc, pc, rep, content); + rep.Factions.Set("covenant_enforcers", 40); + var after = EffectiveDisposition.For(npc, pc, rep, content); + + // Direct faction affiliation contributes 0.5×; the bias profile + // (Covenant Faithful) layers an additional 0.25× × affinity/100 + // for matching factions. For COVENANT_FAITHFUL with + // covenant_enforcers affinity = +25, the layered weight is + // 40 × 25/100 × 0.25 = 2.5 → rounds to 3 on top of the 20 from + // direct affiliation. So the delta lands in the 20..23 range. + int delta = after - before; + Assert.InRange(delta, 20, 23); + } + + [Fact] + public void Score_IsClampedToRepRange() + { + var content = LoadContent(); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + var template = content.Residents["generic_innkeeper"]; + var npc = new NpcActor(template) { Id = 5, RoleTag = "any.innkeeper" }; + + // Stack +200 personal points; clamp should keep it at +100. + rep.PersonalFor(npc.RoleTag).Score = 250; // bypass Apply to force a value past clamp + var br = EffectiveDisposition.Breakdown(npc, pc, rep, content); + Assert.True(br.Total <= C.REP_MAX); + + rep.PersonalFor(npc.RoleTag).Score = -250; + br = EffectiveDisposition.Breakdown(npc, pc, rep, content); + Assert.True(br.Total >= C.REP_MIN); + } +} diff --git a/Theriapolis.Tests/Reputation/FactionAggressionTests.cs b/Theriapolis.Tests/Reputation/FactionAggressionTests.cs new file mode 100644 index 0000000..dd261e9 --- /dev/null +++ b/Theriapolis.Tests/Reputation/FactionAggressionTests.cs @@ -0,0 +1,130 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Reputation; + +/// +/// Phase 6 M5 — patrol/guard NPC allegiance flips when local disposition +/// drops to HOSTILE. +/// +public sealed class FactionAggressionTests : IClassFixture +{ + private readonly WorldCache _cache; + public FactionAggressionTests(WorldCache c) => _cache = c; + + private static Character WolfPc(ContentResolver content) + { + var b = new CharacterBuilder() + .WithClade(content.Clades["canidae"]) + .WithSpecies(content.Species["wolf"]) + .WithClass(content.Classes["fangsworn"]) + .WithBackground(content.Backgrounds["pack_raised"]) + .WithAbilities(new AbilityScores(13, 12, 14, 10, 10, 11)); + var classD = content.Classes["fangsworn"]; + var added = new HashSet(); + for (int i = 0; i < classD.SkillOptions.Length && added.Count < classD.SkillsChoose; i++) + { + try + { + var sk = SkillIdExtensions.FromJson(classD.SkillOptions[i]); + if (added.Add(sk)) b.ChooseSkill(sk); + } + catch (System.ArgumentException) { } + } + return b.Build(); + } + + [Fact] + public void EnforcerPatrol_FlipsToHostile_WhenStandingTanks() + { + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50)); + var world = _cache.Get(0xCAFEBABEUL).World; + var s = world.Settlements.First(); + + // Spawn a militia patroller manually using the npc template so it + // carries the covenant_enforcers faction id. + var template = content.Npcs.Templates.First(t => t.Id == "militia_patrol"); + var npc = actors.SpawnNpc(template, new Theriapolis.Core.Util.Vec2(s.TileX * C.WORLD_TILE_PIXELS, s.TileY * C.WORLD_TILE_PIXELS)); + // Give them a home settlement so propagation has somewhere to land. + // (The init-only HomeSettlementId requires reconstruction; instead + // we re-spawn through the (NpcActor pre) path with the field set.) + actors.RemoveActor(npc.Id); + var pre = new NpcActor(template) + { + Id = -1, + Position = new Theriapolis.Core.Util.Vec2(s.TileX * C.WORLD_TILE_PIXELS, s.TileY * C.WORLD_TILE_PIXELS), + HomeSettlementId = s.Id, + }; + var live = actors.SpawnNpc(pre); + Assert.Equal(Allegiance.Neutral, live.Allegiance); + Assert.Equal("covenant_enforcers", live.FactionId); + + // Tank the player's Enforcer standing with a single big crime. + rep.Submit(new RepEvent + { + Kind = RepEventKind.Crime, + FactionId = "covenant_enforcers", + Magnitude = -80, + OriginTileX = s.TileX, OriginTileY = s.TileY, + }, content.Factions); + + int flipped = FactionAggression.UpdateAllegiances(actors, pc, rep, content, world, 0xCAFEBABEUL); + Assert.True(flipped >= 1, $"expected ≥1 flip; got {flipped}"); + Assert.Equal(Allegiance.Hostile, live.Allegiance); + } + + [Fact] + public void Resident_WithoutFaction_DoesNotFlip() + { + // A friendly non-faction resident (innkeeper without faction) should + // never flip even with player infamy. + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50)); + var world = _cache.Get(0xCAFEBABEUL).World; + + var template = content.Residents["generic_innkeeper"]; // no faction + var pre = new NpcActor(template) + { + Id = -1, + Position = new Theriapolis.Core.Util.Vec2(0, 0), + }; + var live = actors.SpawnNpc(pre); + + rep.Factions.Set("covenant_enforcers", -100); + FactionAggression.UpdateAllegiances(actors, pc, rep, content, world, 0xCAFEBABEUL); + Assert.NotEqual(Allegiance.Hostile, live.Allegiance); + } + + [Fact] + public void HostileNpc_StaysHostile_AndDoesNotChangeAgain() + { + // Sanity: a hostile NPC isn't "promoted" further (no "extra hostile"). + var content = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)); + var pc = WolfPc(content); + var rep = new PlayerReputation(); + var actors = new ActorManager(); + actors.SpawnPlayer(new Theriapolis.Core.Util.Vec2(50, 50)); + var world = _cache.Get(0xCAFEBABEUL).World; + + // brigand_footpad has default_allegiance = hostile and no faction. + var template = content.Npcs.Templates.First(t => t.Id == "brigand_footpad"); + var live = actors.SpawnNpc(template, new Theriapolis.Core.Util.Vec2(0, 0)); + Assert.Equal(Allegiance.Hostile, live.Allegiance); + + int flipped = FactionAggression.UpdateAllegiances(actors, pc, rep, content, world, 0xCAFEBABEUL); + Assert.Equal(0, flipped); + Assert.Equal(Allegiance.Hostile, live.Allegiance); + } +} diff --git a/Theriapolis.Tests/Reputation/FactionOppositionTests.cs b/Theriapolis.Tests/Reputation/FactionOppositionTests.cs new file mode 100644 index 0000000..1c61176 --- /dev/null +++ b/Theriapolis.Tests/Reputation/FactionOppositionTests.cs @@ -0,0 +1,110 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Reputation; +using Xunit; + +namespace Theriapolis.Tests.Reputation; + +/// +/// Phase 6 M2 — opposition matrix application. +/// +/// The plan §I-2 spells out the exact multipliers; this suite verifies +/// the cascade fires in both directions (gains and losses) and stays +/// inside the clamp range. +/// +public sealed class FactionOppositionTests +{ + private static IReadOnlyDictionary LoadFactions() + => new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Factions; + + [Fact] + public void GainWithInheritors_CascadesIntoOppositionLosses() + { + var factions = LoadFactions(); + var standing = new FactionStanding(); + + var applied = standing.Apply("inheritors", 10, factions); + + // Per the doc: +10 with Inheritors should yield -5 Enforcers, + // -2 Thorn Council, -3 Hybrid Underground, -3 Unsheathed. + Assert.Equal( 10, standing.Get("inheritors")); + Assert.Equal( -5, standing.Get("covenant_enforcers")); + Assert.Equal( -2, standing.Get("thorn_council")); + Assert.Equal( -3, standing.Get("hybrid_underground")); + Assert.Equal( -3, standing.Get("unsheathed")); + Assert.Equal( 0, standing.Get("merchant_guilds")); // multiplier 0 + + // The applied list reports every actually-changed faction. + Assert.Contains(applied, t => t.FactionId == "inheritors" && t.Delta == 10); + Assert.Contains(applied, t => t.FactionId == "covenant_enforcers" && t.Delta == -5); + } + + [Fact] + public void LossWithInheritors_CascadesIntoOppositionGains() + { + var factions = LoadFactions(); + var standing = new FactionStanding(); + standing.Apply("inheritors", -20, factions); + + // -20 × -0.5 = +10 with Enforcers. + Assert.Equal(-20, standing.Get("inheritors")); + Assert.Equal( 10, standing.Get("covenant_enforcers")); + Assert.Equal( 4, standing.Get("thorn_council")); + Assert.Equal( 6, standing.Get("hybrid_underground")); + Assert.Equal( 6, standing.Get("unsheathed")); + } + + [Fact] + public void Standing_IsClampedToRepRange() + { + var factions = LoadFactions(); + var standing = new FactionStanding(); + standing.Apply("inheritors", 200, factions); + Assert.Equal(C.REP_MAX, standing.Get("inheritors")); + // Cascaded -100 is below the floor — verify clamping. + Assert.Equal(C.REP_MIN, standing.Get("covenant_enforcers")); + } + + [Fact] + public void ZeroDelta_DoesNothing() + { + var factions = LoadFactions(); + var standing = new FactionStanding(); + standing.Set("inheritors", 25); + standing.Apply("inheritors", 0, factions); + Assert.Equal(25, standing.Get("inheritors")); + Assert.Equal( 0, standing.Get("covenant_enforcers")); + } + + [Fact] + public void UnknownFaction_NoCascade() + { + var factions = LoadFactions(); + var standing = new FactionStanding(); + // No throw; standing accumulates against the unknown id. + standing.Apply("not_a_real_faction", 10, factions); + Assert.Equal(10, standing.Get("not_a_real_faction")); + Assert.Equal( 0, standing.Get("covenant_enforcers")); + } + + [Fact] + public void SubmitEvent_AppliesFactionAndPersonal() + { + var factions = LoadFactions(); + var rep = new PlayerReputation(); + + rep.Submit(new RepEvent + { + Kind = RepEventKind.Quest, + FactionId = "inheritors", + RoleTag = "test.someone", + Magnitude = 10, + Note = "test event", + }, factions); + + Assert.Equal(10, rep.Factions.Get("inheritors")); + Assert.Equal(-5, rep.Factions.Get("covenant_enforcers")); + Assert.Equal(10, rep.PersonalFor("test.someone").Score); + Assert.Single(rep.Ledger.Entries); + } +} diff --git a/Theriapolis.Tests/Reputation/RepPropagationTests.cs b/Theriapolis.Tests/Reputation/RepPropagationTests.cs new file mode 100644 index 0000000..02fe641 --- /dev/null +++ b/Theriapolis.Tests/Reputation/RepPropagationTests.cs @@ -0,0 +1,195 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.World; +using Xunit; + +namespace Theriapolis.Tests.Reputation; + +/// +/// Phase 6 M5 — propagation correctness: distance-band decay, opposition +/// cascade, frontier coin-flip determinism, NEMESIS/CHAMPION bypass. +/// +public sealed class RepPropagationTests +{ + private static IReadOnlyDictionary Factions() + => new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Factions; + + private static Settlement Sett(int id, int x, int y) => new() + { + Id = id, + Name = $"S{id}", + Tier = 3, + TileX = x, + TileY = y, + }; + + [Fact] + public void BandFor_MapsTilesToBands() + { + Assert.Equal(RepPropagation.DistanceBand.Origin, RepPropagation.BandFor(0)); + Assert.Equal(RepPropagation.DistanceBand.Adjacent, RepPropagation.BandFor(1)); + Assert.Equal(RepPropagation.DistanceBand.Adjacent, RepPropagation.BandFor(C.REP_ADJACENT_DIST_TILES)); + Assert.Equal(RepPropagation.DistanceBand.Regional, RepPropagation.BandFor(C.REP_ADJACENT_DIST_TILES + 1)); + Assert.Equal(RepPropagation.DistanceBand.Regional, RepPropagation.BandFor(C.REP_REGIONAL_DIST_TILES)); + Assert.Equal(RepPropagation.DistanceBand.Continental, RepPropagation.BandFor(C.REP_REGIONAL_DIST_TILES + 1)); + Assert.Equal(RepPropagation.DistanceBand.Continental, RepPropagation.BandFor(C.REP_CONTINENTAL_DIST_TILES)); + Assert.Equal(RepPropagation.DistanceBand.Frontier, RepPropagation.BandFor(C.REP_CONTINENTAL_DIST_TILES + 1)); + } + + [Fact] + public void DecayPctFor_HasMonotonicallyDecreasingValues() + { + Assert.True(RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Origin) > + RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Adjacent)); + Assert.True(RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Adjacent) > + RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Regional)); + Assert.True(RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Regional) > + RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Continental)); + Assert.True(RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Continental) > + RepPropagation.DecayPctFor(RepPropagation.DistanceBand.Frontier)); + } + + [Fact] + public void LocalStanding_AtOrigin_FullMagnitude() + { + var ledger = new RepLedger(); + ledger.Append(new RepEvent + { + FactionId = "inheritors", + Magnitude = 20, + OriginTileX = 100, OriginTileY = 100, + }); + var s = Sett(1, 100, 100); + Assert.Equal(20, RepPropagation.LocalStandingFor("inheritors", s, 0xCAFEUL, ledger, Factions())); + } + + [Fact] + public void LocalStanding_DecaysWithDistance() + { + var f = Factions(); + var ledger = new RepLedger(); + ledger.Append(new RepEvent + { + FactionId = "inheritors", + Magnitude = 50, // (just under the bypass threshold) + OriginTileX = 100, OriginTileY = 100, + }); + // Adjacent: 80% of 50 = 40 + // Wait — 50 is exactly at threshold; let's use 49 to test decay. + ledger = new RepLedger(); + ledger.Append(new RepEvent + { + FactionId = "inheritors", + Magnitude = 49, + OriginTileX = 100, OriginTileY = 100, + }); + int origin = RepPropagation.LocalStandingFor("inheritors", Sett(1, 100, 100), 0xCAFEUL, ledger, f); + int adjacent = RepPropagation.LocalStandingFor("inheritors", Sett(2, 110, 100), 0xCAFEUL, ledger, f); // 10 tiles + int regional = RepPropagation.LocalStandingFor("inheritors", Sett(3, 150, 100), 0xCAFEUL, ledger, f); // 50 tiles + int continental= RepPropagation.LocalStandingFor("inheritors", Sett(4, 250, 100), 0xCAFEUL, ledger, f); // 150 tiles + + Assert.Equal(49, origin); + Assert.Equal((int)System.Math.Round(49 * 0.80f), adjacent); + Assert.Equal((int)System.Math.Round(49 * 0.60f), regional); + Assert.Equal((int)System.Math.Round(49 * 0.40f), continental); + } + + [Fact] + public void Cascade_AppliesOppositionMatrix() + { + // Player gains +20 with Inheritors at (100, 100). The Enforcers + // hate this (mult -0.5) → -10 should cascade to Enforcer standing + // even at origin. + var f = Factions(); + var ledger = new RepLedger(); + ledger.Append(new RepEvent + { + FactionId = "inheritors", + Magnitude = 20, + OriginTileX = 100, OriginTileY = 100, + }); + int enforcerLocal = RepPropagation.LocalStandingFor("covenant_enforcers", + Sett(1, 100, 100), 0xCAFEUL, ledger, f); + Assert.Equal(-10, enforcerLocal); + } + + [Fact] + public void ExtremeMagnitude_BypassesDecay() + { + var f = Factions(); + var ledger = new RepLedger(); + ledger.Append(new RepEvent + { + FactionId = "inheritors", + Magnitude = 60, // ≥ REP_EXTREME_BYPASS_MAGNITUDE + OriginTileX = 0, OriginTileY = 0, + }); + // Settlement on the frontier (>200 tiles away). + int far = RepPropagation.LocalStandingFor("inheritors", + Sett(99, 250, 250), 0xCAFEUL, ledger, f); + Assert.Equal(60, far); + } + + [Fact] + public void FrontierDelivered_IsDeterministic() + { + // Same seed, same event id, same settlement id → same answer. + bool a = RepPropagation.FrontierDelivered(0xCAFEUL, 1, 5); + bool b = RepPropagation.FrontierDelivered(0xCAFEUL, 1, 5); + Assert.Equal(a, b); + + // Vary one input → may differ; just confirm we don't always hit one branch. + int trues = 0, falses = 0; + for (int i = 1; i <= 100; i++) + { + if (RepPropagation.FrontierDelivered(0xCAFEUL, i, 5)) trues++; + else falses++; + } + Assert.True(trues > 20 && falses > 20, + $"Expected roughly 50/50 distribution; got trues={trues}, falses={falses}"); + } + + [Fact] + public void FrontierEvent_OnlyAppliesWhenDelivered() + { + var f = Factions(); + var ledger = new RepLedger(); + ledger.Append(new RepEvent + { + SequenceId = 0, // assigned by Append → 1 + FactionId = "inheritors", + Magnitude = 20, + OriginTileX = 0, OriginTileY = 0, + }); + // Frontier settlement. + var s = Sett(1, 250, 250); + int got = RepPropagation.LocalStandingFor("inheritors", s, 0xCAFEUL, ledger, f); + // Either 0 (not delivered) or +4 (20 × 20%). + Assert.True(got == 0 || got == (int)System.Math.Round(20 * 0.20f), + $"frontier delivery should be 0 or {System.Math.Round(20 * 0.20f)}, got {got}"); + } + + [Fact] + public void ExplainLocalStanding_ReturnsRecentEvents() + { + var f = Factions(); + var ledger = new RepLedger(); + ledger.Append(new RepEvent + { + FactionId = "inheritors", Magnitude = 10, Note = "first", + OriginTileX = 100, OriginTileY = 100, + }); + ledger.Append(new RepEvent + { + FactionId = "inheritors", Magnitude = -5, Note = "second", + OriginTileX = 100, OriginTileY = 100, + }); + var s = Sett(1, 100, 100); + var explained = RepPropagation.ExplainLocalStanding("inheritors", s, 0xCAFEUL, ledger, f, max: 8).ToList(); + Assert.Equal(2, explained.Count); + // Most-recent-first. + Assert.Equal("second", explained[0].Event.Note); + Assert.Equal("first", explained[1].Event.Note); + } +} diff --git a/Theriapolis.Tests/Reputation/ReputationRoundTripTests.cs b/Theriapolis.Tests/Reputation/ReputationRoundTripTests.cs new file mode 100644 index 0000000..15a2539 --- /dev/null +++ b/Theriapolis.Tests/Reputation/ReputationRoundTripTests.cs @@ -0,0 +1,105 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Persistence; +using Theriapolis.Core.Rules.Reputation; +using Xunit; + +namespace Theriapolis.Tests.Reputation; + +/// +/// Phase 6 M2 — round-trip through the +/// codec. Every field must survive Capture → Restore identically. Plus +/// the SaveCodec serialization path itself: write a SaveBody with rep +/// data, parse it back, compare. +/// +public sealed class ReputationRoundTripTests +{ + [Fact] + public void CaptureRestore_FactionStandings_RoundTrips() + { + var factions = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Factions; + var rep = new PlayerReputation(); + rep.Factions.Apply("inheritors", 30, factions); + rep.Factions.Apply("merchant_guilds", 50, factions); + + var snap = ReputationCodec.Capture(rep); + var restored = ReputationCodec.Restore(snap); + + Assert.Equal(rep.Factions.Get("inheritors"), restored.Factions.Get("inheritors")); + Assert.Equal(rep.Factions.Get("covenant_enforcers"), restored.Factions.Get("covenant_enforcers")); + Assert.Equal(rep.Factions.Get("merchant_guilds"), restored.Factions.Get("merchant_guilds")); + } + + [Fact] + public void CaptureRestore_PersonalDispositions_RoundTrip() + { + var rep = new PlayerReputation(); + var pd = rep.PersonalFor("millhaven.innkeeper"); + pd.Score = 25; + pd.Trust = TrustLevel.Familiar; + pd.Betrayed = false; + pd.Memory.Add("saved-her-kit"); + pd.Memory.Add("paid-for-the-window"); + pd.Log.Add(new RepEvent { Kind = RepEventKind.Aid, RoleTag = "millhaven.innkeeper", + Magnitude = 10, Note = "first" }); + + var snap = ReputationCodec.Capture(rep); + var restored = ReputationCodec.Restore(snap); + + Assert.True(restored.Personal.ContainsKey("millhaven.innkeeper")); + var rPd = restored.Personal["millhaven.innkeeper"]; + Assert.Equal(25, rPd.Score); + Assert.Equal(TrustLevel.Familiar, rPd.Trust); + Assert.Contains("saved-her-kit", rPd.Memory); + Assert.Contains("paid-for-the-window", rPd.Memory); + Assert.Single(rPd.Log); + Assert.Equal("first", rPd.Log[0].Note); + } + + [Fact] + public void CaptureRestore_Ledger_RoundTrips() + { + var factions = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Factions; + var rep = new PlayerReputation(); + rep.Submit(new RepEvent { Kind = RepEventKind.Quest, FactionId = "inheritors", Magnitude = 10, Note = "a" }, factions); + rep.Submit(new RepEvent { Kind = RepEventKind.Betrayal, FactionId = "thorn_council", Magnitude = -25, Note = "b" }, factions); + + var snap = ReputationCodec.Capture(rep); + var restored = ReputationCodec.Restore(snap); + + Assert.Equal(rep.Ledger.Count, restored.Ledger.Count); + Assert.Equal(rep.Ledger.Entries[0].Note, restored.Ledger.Entries[0].Note); + Assert.Equal(rep.Ledger.Entries[1].Kind, restored.Ledger.Entries[1].Kind); + } + + [Fact] + public void SaveCodec_RoundTripsReputationState() + { + var factions = new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Factions; + + var body = new SaveBody(); + body.Player.Name = "Tester"; + body.Player.PositionX = 100; + body.Player.PositionY = 200; + + // Populate reputation state. + var rep = new PlayerReputation(); + rep.Submit(new RepEvent { Kind = RepEventKind.Quest, FactionId = "inheritors", Magnitude = 10 }, factions); + var pd = rep.PersonalFor("millhaven.constable_fenn"); + pd.Score = 7; + pd.Memory.Add("met-at-the-magistrate"); + body.ReputationState = ReputationCodec.Capture(rep); + + var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xCAFE" }; + var bytes = SaveCodec.Serialize(header, body); + var (h2, b2) = SaveCodec.Deserialize(bytes); + + Assert.Equal(C.SAVE_SCHEMA_VERSION, h2.Version); + Assert.Equal( 10, b2.ReputationState.FactionStandings["inheritors"]); + Assert.Equal( -5, b2.ReputationState.FactionStandings["covenant_enforcers"]); + Assert.Single(b2.ReputationState.Personal); + Assert.Equal("millhaven.constable_fenn", b2.ReputationState.Personal[0].RoleTag); + Assert.Contains("met-at-the-magistrate", b2.ReputationState.Personal[0].MemoryTags); + Assert.Single(b2.ReputationState.Ledger); + } +} diff --git a/Theriapolis.Tests/Rules/AbilityScoreTests.cs b/Theriapolis.Tests/Rules/AbilityScoreTests.cs new file mode 100644 index 0000000..59b9081 --- /dev/null +++ b/Theriapolis.Tests/Rules/AbilityScoreTests.cs @@ -0,0 +1,95 @@ +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +public sealed class AbilityScoreTests +{ + [Theory] + [InlineData(1, -5)] + [InlineData(8, -1)] + [InlineData(9, -1)] + [InlineData(10, 0)] + [InlineData(11, 0)] + [InlineData(12, 1)] + [InlineData(15, 2)] + [InlineData(18, 4)] + [InlineData(20, 5)] + [InlineData(30, 10)] + public void Mod_MatchesD20Table(int score, int expected) + { + Assert.Equal(expected, AbilityScores.Mod(score)); + } + + [Fact] + public void Mod_FloorsTowardNegativeInfinity() + { + // Score 9 → -1, score 7 → -2 (per d20 floor convention; not C# truncate) + Assert.Equal(-1, AbilityScores.Mod(9)); + Assert.Equal(-2, AbilityScores.Mod(7)); + Assert.Equal(-3, AbilityScores.Mod(5)); + } + + [Fact] + public void Constructor_ClampsToValidRange() + { + var a = new AbilityScores(0, 31, 50, -10, 100, 18); + Assert.Equal(1, a.STR); // 0 clamped up to 1 + Assert.Equal(30, a.DEX); // 31 clamped down to 30 + Assert.Equal(30, a.CON); + Assert.Equal(1, a.INT); // -10 clamped up to 1 + Assert.Equal(30, a.WIS); + Assert.Equal(18, a.CHA); + } + + [Fact] + public void StandardArray_IsCanonical() + { + Assert.Equal(new[] { 15, 14, 13, 12, 10, 8 }, AbilityScores.StandardArray); + } + + [Fact] + public void Get_ReturnsValueByAbilityId() + { + var a = new AbilityScores(11, 13, 15, 10, 12, 14); + Assert.Equal(11, a.Get(AbilityId.STR)); + Assert.Equal(13, a.Get(AbilityId.DEX)); + Assert.Equal(15, a.Get(AbilityId.CON)); + Assert.Equal(10, a.Get(AbilityId.INT)); + Assert.Equal(12, a.Get(AbilityId.WIS)); + Assert.Equal(14, a.Get(AbilityId.CHA)); + } + + [Fact] + public void With_ReturnsNewBlock_LeavesOriginalUnchanged() + { + var a = new AbilityScores(10, 10, 10, 10, 10, 10); + var b = a.With(AbilityId.STR, 18); + Assert.Equal(10, a.STR); // unchanged + Assert.Equal(18, b.STR); + Assert.Equal(10, b.DEX); // others copied + } + + [Fact] + public void Plus_AppliesAllMods() + { + var a = new AbilityScores(10, 10, 10, 10, 10, 10); + var mods = new Dictionary { { AbilityId.STR, 1 }, { AbilityId.WIS, 2 } }; + var b = a.Plus(mods); + Assert.Equal(11, b.STR); + Assert.Equal(12, b.WIS); + Assert.Equal(10, b.DEX); + } + + [Fact] + public void ModFor_UsesStandardFormula() + { + var a = new AbilityScores(15, 14, 13, 12, 10, 8); + Assert.Equal( 2, a.ModFor(AbilityId.STR)); // (15-10)/2 = 2 + Assert.Equal( 2, a.ModFor(AbilityId.DEX)); // (14-10)/2 = 2 + Assert.Equal( 1, a.ModFor(AbilityId.CON)); // (13-10)/2 = 1 + Assert.Equal( 1, a.ModFor(AbilityId.INT)); + Assert.Equal( 0, a.ModFor(AbilityId.WIS)); + Assert.Equal(-1, a.ModFor(AbilityId.CHA)); + } +} diff --git a/Theriapolis.Tests/Rules/CharacterBuilderTests.cs b/Theriapolis.Tests/Rules/CharacterBuilderTests.cs new file mode 100644 index 0000000..cec16ac --- /dev/null +++ b/Theriapolis.Tests/Rules/CharacterBuilderTests.cs @@ -0,0 +1,163 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +/// +/// CharacterBuilder smoke + integration: every (clade × species) pair, +/// when assigned a representative class, produces a valid level-1 character +/// with sane HP and ability totals. +/// +public sealed class CharacterBuilderTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void Build_DefaultsProduceValidCharacter() + { + var c = MinimalBuilder("canidae", "wolf", "fangsworn", "pack_raised").Build(); + Assert.Equal("canidae", c.Clade.Id); + Assert.Equal("wolf", c.Species.Id); + Assert.Equal("fangsworn", c.ClassDef.Id); + Assert.Equal(1, c.Level); + Assert.Equal(0, c.Xp); + Assert.True(c.MaxHp > 0); + Assert.Equal(c.MaxHp, c.CurrentHp); + Assert.True(c.SkillProficiencies.Count >= c.ClassDef.SkillsChoose); + } + + [Fact] + public void Build_AppliesCladeAndSpeciesAbilityMods() + { + // Wolf-Folk: STR+1 (species), CON+1 WIS+1 (canid clade) + // Standard Array assigned in class priority — we use a known base for + // the test instead of relying on auto-assignment. + var b = MinimalBuilder("canidae", "wolf", "fangsworn", "pack_raised"); + b.BaseAbilities = new AbilityScores(10, 10, 10, 10, 10, 10); + var c = b.Build(); + Assert.Equal(11, c.Abilities.STR); // 10 + species + Assert.Equal(10, c.Abilities.DEX); + Assert.Equal(11, c.Abilities.CON); // 10 + clade + Assert.Equal(10, c.Abilities.INT); + Assert.Equal(11, c.Abilities.WIS); // 10 + clade + Assert.Equal(10, c.Abilities.CHA); + } + + [Fact] + public void Build_HpUsesHitDiePlusConModifier() + { + var b = MinimalBuilder("canidae", "wolf", "fangsworn", "pack_raised"); + b.BaseAbilities = new AbilityScores(10, 10, 14, 10, 10, 10); // CON 14 → +2 → +1 after canid (15→+2) + var c = b.Build(); + // Wolf-Folk has no CON mod from species, canid +1 → final CON = 15 → +2. + // Fangsworn d10 + 2 = 12. + Assert.Equal(12, c.MaxHp); + } + + [Fact] + public void Validate_RejectsSpeciesNotInChosenClade() + { + var b = MinimalBuilder("canidae", "wolf", "fangsworn", "pack_raised"); + b.Species = _content.Species["lion"]; // felid species under canid clade + bool ok = b.Validate(out var err); + Assert.False(ok); + Assert.Contains("clade", err.ToLowerInvariant()); + } + + [Fact] + public void Validate_RequiresExactSkillCount() + { + var b = MinimalBuilder("canidae", "wolf", "fangsworn", "pack_raised"); + b.ChosenClassSkills.Clear(); + Assert.False(b.Validate(out _)); + } + + [Fact] + public void Validate_RejectsSkillNotOfferedByClass() + { + var b = MinimalBuilder("canidae", "wolf", "fangsworn", "pack_raised"); + b.ChosenClassSkills.Clear(); + b.ChosenClassSkills.Add(SkillId.Athletics); + b.ChosenClassSkills.Add(SkillId.Arcana); // Fangsworn does not offer Arcana + Assert.False(b.Validate(out var err)); + Assert.Contains("arcana", err.ToLowerInvariant()); + } + + [Theory] + [InlineData("canidae", "wolf", "fangsworn", "pack_raised")] + [InlineData("felidae", "lion", "shadow_pelt", "borderland_stray")] + [InlineData("ursidae", "brown_bear", "feral", "coliseum_survivor")] + [InlineData("cervidae", "elk", "covenant_keeper", "covenant_enforcer")] + [InlineData("bovidae", "bull", "bulwark", "herd_city_born")] + [InlineData("leporidae", "rabbit", "muzzle_speaker", "warren_runner")] + [InlineData("mustelidae","badger", "claw_wright", "borderland_stray")] + [InlineData("felidae", "housecat", "scent_broker", "scent_suppressed")] + public void Build_AllRepresentativeCombosValid( + string cladeId, string speciesId, string classId, string bgId) + { + var c = MinimalBuilder(cladeId, speciesId, classId, bgId).Build(); + Assert.True(c.MaxHp > 0); + Assert.True(c.IsAlive); + } + + [Fact] + public void RollAbilityScores_IsDeterministicGivenSameInputs() + { + var a = CharacterBuilder.RollAbilityScores(0xCAFE, 1234); + var b = CharacterBuilder.RollAbilityScores(0xCAFE, 1234); + Assert.Equal(a.STR, b.STR); + Assert.Equal(a.DEX, b.DEX); + Assert.Equal(a.CON, b.CON); + Assert.Equal(a.INT, b.INT); + Assert.Equal(a.WIS, b.WIS); + Assert.Equal(a.CHA, b.CHA); + } + + [Fact] + public void RollAbilityScores_DifferentMsProducesDifferentResults() + { + var a = CharacterBuilder.RollAbilityScores(0xCAFE, 1234); + var b = CharacterBuilder.RollAbilityScores(0xCAFE, 5678); + // At least one of six should differ across plausibly-different rolls. + Assert.True( + a.STR != b.STR || a.DEX != b.DEX || a.CON != b.CON || + a.INT != b.INT || a.WIS != b.WIS || a.CHA != b.CHA); + } + + [Fact] + public void Roll4d6DropLowest_ResultIs3to18() + { + var rng = new SeededRng(0xDEADBEEFUL); + for (int i = 0; i < 1000; i++) + { + int v = CharacterBuilder.Roll4d6DropLowest(rng); + Assert.InRange(v, 3, 18); + } + } + + // ── Helpers ────────────────────────────────────────────────────────── + + private CharacterBuilder MinimalBuilder(string cladeId, string speciesId, string classId, string bgId) + { + var b = new CharacterBuilder + { + Clade = _content.Clades[cladeId], + Species = _content.Species[speciesId], + ClassDef = _content.Classes[classId], + Background = _content.Backgrounds[bgId], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + Name = "Test", + }; + // Auto-pick first N skill options + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b; + } +} diff --git a/Theriapolis.Tests/Rules/DerivedStatsTests.cs b/Theriapolis.Tests/Rules/DerivedStatsTests.cs new file mode 100644 index 0000000..08623f1 --- /dev/null +++ b/Theriapolis.Tests/Rules/DerivedStatsTests.cs @@ -0,0 +1,133 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +public sealed class DerivedStatsTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void ArmorClass_Unarmored_Is10PlusDexMod() + { + var c = MakeCharacter(dex: 14); // DEX 15 after wolf+canid mods (DEX +0 species, +0 clade) → final DEX 14, +2 mod + // Wolf-Folk: STR+1, no DEX mod from species; canid: CON+1, WIS+1. + // Base DEX 14 → final 14 → mod +2. + // Unarmored: 10 + 2 = 12. + Assert.Equal(12, DerivedStats.ArmorClass(c)); + } + + [Fact] + public void ArmorClass_LightArmor_AddsBaseAndDex() + { + var c = MakeCharacter(dex: 14); + var hide = c.Inventory.Add(_content.Items["hide_vest"]); + c.Inventory.TryEquip(hide, EquipSlot.Body, out _); + // Hide vest base 11, max DEX -1 (unlimited), DEX mod +2 → AC 13. + Assert.Equal(13, DerivedStats.ArmorClass(c)); + } + + [Fact] + public void ArmorClass_MediumArmor_CapsDex() + { + var c = MakeCharacter(dex: 18); // base 18 → final 18 → mod +4 + var chain = c.Inventory.Add(_content.Items["chain_shirt"]); + c.Inventory.TryEquip(chain, EquipSlot.Body, out _); + // Chain shirt base 13, max DEX 2 → effective DEX bonus 2 → AC 15. + Assert.Equal(15, DerivedStats.ArmorClass(c)); + } + + [Fact] + public void ArmorClass_HeavyArmor_IgnoresDex() + { + var c = MakeCharacter(dex: 18); + var mail = c.Inventory.Add(_content.Items["chain_mail"]); + c.Inventory.TryEquip(mail, EquipSlot.Body, out _); + // Chain mail base 16, max DEX 0 → AC 16. + Assert.Equal(16, DerivedStats.ArmorClass(c)); + } + + [Fact] + public void ArmorClass_ShieldAdds() + { + var c = MakeCharacter(dex: 14); + var chain = c.Inventory.Add(_content.Items["chain_shirt"]); + c.Inventory.TryEquip(chain, EquipSlot.Body, out _); + var shield = c.Inventory.Add(_content.Items["standard_shield"]); + c.Inventory.TryEquip(shield, EquipSlot.OffHand, out _); + // 13 + min(2, 2) + 2 (shield) = 17. + Assert.Equal(17, DerivedStats.ArmorClass(c)); + } + + [Fact] + public void Speed_BaseMatchesSpecies() + { + var c = MakeCharacter(); + Assert.Equal(c.Species.BaseSpeedFt, DerivedStats.SpeedFt(c)); + } + + [Fact] + public void CarryCapacity_StrTimes15TimesSizeMult() + { + var c = MakeCharacter(str: 14); // STR 15 after wolf+1 + // Wolf-Folk is medium_large → mult = 1.0 + Assert.Equal(15f * 15f * 1.0f, DerivedStats.CarryCapacityLb(c)); + } + + [Fact] + public void Encumbrance_LightWhenWellUnderCap() + { + var c = MakeCharacter(str: 14); + c.Inventory.Add(_content.Items["fang_knife"]); // 0.5 lb + Assert.Equal(DerivedStats.EncumbranceBand.Light, DerivedStats.Encumbrance(c)); + Assert.Equal(1.0f, DerivedStats.TacticalSpeedMult(c)); + } + + [Fact] + public void Encumbrance_HeavyWhenOverSoftThreshold() + { + var c = MakeCharacter(str: 8); // STR 9 after wolf+1, cap = 9 * 15 = 135 lb + for (int i = 0; i < 60; i++) c.Inventory.Add(_content.Items["chain_mail"]); // 60 * 40 lb = 2400 lb + var enc = DerivedStats.Encumbrance(c); + Assert.Equal(DerivedStats.EncumbranceBand.Over, enc); + Assert.Equal(0.5f, DerivedStats.TacticalSpeedMult(c)); + } + + [Fact] + public void Speed_DropsWhenEncumbered() + { + var c = MakeCharacter(str: 8); + int baseSpeed = DerivedStats.SpeedFt(c); + // Pile on chain mail to push past the hard threshold (1.5x cap). + for (int i = 0; i < 60; i++) c.Inventory.Add(_content.Items["chain_mail"]); + int encSpeed = DerivedStats.SpeedFt(c); + Assert.True(encSpeed < baseSpeed, $"Encumbered speed ({encSpeed}) should be less than base ({baseSpeed})"); + } + + [Fact] + public void Initiative_EqualsDexMod() + { + var c = MakeCharacter(dex: 18); + // DEX 18 → mod +4 (no DEX mod from wolf-folk or canid clade) + Assert.Equal(4, DerivedStats.Initiative(c)); + } + + private Character MakeCharacter(int str = 10, int dex = 10, int con = 10, int @int = 10, int wis = 10, int cha = 10) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(str, dex, con, @int, wis, cha), + Name = "Test", + }; + b.ChosenClassSkills.Add(SkillId.Athletics); + b.ChosenClassSkills.Add(SkillId.Intimidation); + return b.Build(); // no starting kit — tests build inventory explicitly + } +} diff --git a/Theriapolis.Tests/Rules/HybridCharacterTests.cs b/Theriapolis.Tests/Rules/HybridCharacterTests.cs new file mode 100644 index 0000000..43b7c02 --- /dev/null +++ b/Theriapolis.Tests/Rules/HybridCharacterTests.cs @@ -0,0 +1,304 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +/// +/// Phase 6.5 M4 — hybrid character creation. Validates the Sire/Dam +/// picker logic, blended ability mods, dominant-parent presentation, +/// universal hybrid detriments (Scent Dysphoria save DC, Social Stigma +/// penalty, Medical Incompatibility healing scale), and cross-clade +/// enforcement. +/// +public sealed class HybridCharacterTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Validation ──────────────────────────────────────────────────────── + + [Fact] + public void TryBuildHybrid_RejectsSameClade() + { + var b = MakeHybridBuilder("canidae", "wolf", "canidae", "fox"); + bool ok = b.TryBuildHybrid(_content.Items, out _, out string err); + Assert.False(ok); + Assert.Contains("different clades", err.ToLowerInvariant()); + } + + [Fact] + public void TryBuildHybrid_RejectsSpeciesNotInClade() + { + var b = MakeHybridBuilder("canidae", "wolf", "leporidae", "wolf"); + // dam species "wolf" doesn't belong to leporidae + bool ok = b.TryBuildHybrid(_content.Items, out _, out string err); + Assert.False(ok); + Assert.Contains("clade", err.ToLowerInvariant()); + } + + [Fact] + public void TryBuildHybrid_RejectsMissingSire() + { + var b = NewBuilderWithClassAndSkills(); + b.HybridDamClade = _content.Clades["leporidae"]; + b.HybridDamSpecies = _content.Species["rabbit"]; + bool ok = b.TryBuildHybrid(_content.Items, out _, out string err); + Assert.False(ok); + Assert.Contains("sire", err.ToLowerInvariant()); + } + + [Fact] + public void TryBuildHybrid_RejectsMissingClass() + { + var b = MakeHybridBuilder("canidae", "wolf", "leporidae", "rabbit"); + b.ClassDef = null; // strip + bool ok = b.TryBuildHybrid(_content.Items, out _, out string err); + Assert.False(ok); + Assert.Contains("class", err.ToLowerInvariant()); + } + + // ── Build happy path ────────────────────────────────────────────────── + + [Fact] + public void TryBuildHybrid_ProducesHybridCharacterWithGenealogy() + { + var b = MakeHybridBuilder("canidae", "wolf", "leporidae", "rabbit"); + bool ok = b.TryBuildHybrid(_content.Items, out var c, out string err); + Assert.True(ok, err); + Assert.NotNull(c); + Assert.True(c!.IsHybrid); + Assert.NotNull(c.Hybrid); + Assert.Equal("canidae", c.Hybrid!.SireClade); + Assert.Equal("wolf", c.Hybrid.SireSpecies); + Assert.Equal("leporidae", c.Hybrid.DamClade); + Assert.Equal("rabbit", c.Hybrid.DamSpecies); + Assert.Equal(ParentLineage.Sire, c.Hybrid.DominantParent); // default + Assert.False(c.Hybrid.PassingActive); + } + + [Fact] + public void TryBuildHybrid_DominantParentDrivesPresentingClade() + { + var b = MakeHybridBuilder("canidae", "wolf", "leporidae", "rabbit"); + b.HybridDominantParent = ParentLineage.Dam; + bool ok = b.TryBuildHybrid(_content.Items, out var c, out _); + Assert.True(ok); + // The character's primary Clade/Species should track the dominant + // parent so existing systems keying off Character.Clade get the + // presenting clade. + Assert.Equal("leporidae", c!.Clade.Id); + Assert.Equal("rabbit", c.Species.Id); + Assert.Equal("leporidae", c.Hybrid!.PresentingCladeId); + } + + [Fact] + public void TryBuildHybrid_BlendsAbilityMods() + { + // Wolf-Folk Sire: + // canidae clade: +1 CON, +1 WIS + // wolf species: +1 STR + // × Rabbit-Folk Dam: + // leporidae clade: -1 STR, +2 DEX + // rabbit species: +1 WIS + // Base 10 across the board. + var b = MakeHybridBuilder("canidae", "wolf", "leporidae", "rabbit"); + b.BaseAbilities = new AbilityScores(10, 10, 10, 10, 10, 10); + bool ok = b.TryBuildHybrid(_content.Items, out var c, out _); + Assert.True(ok); + // Net STR: 10 + 1 (wolf) - 1 (leporid) = 10. + // Net DEX: 10 + 2 (leporid) = 12. + // Net CON: 10 + 1 (canid) = 11. + // Net WIS: 10 + 1 (canid) + 1 (rabbit) = 12. + Assert.Equal(10, c!.Abilities.STR); + Assert.Equal(12, c.Abilities.DEX); + Assert.Equal(11, c.Abilities.CON); + Assert.Equal(12, c.Abilities.WIS); + } + + // ── Cross-clade pairings smoke ──────────────────────────────────────── + + [Theory] + [InlineData("canidae", "wolf", "felidae", "lion")] + [InlineData("canidae", "coyote", "leporidae", "hare")] + [InlineData("ursidae", "brown_bear", "bovidae", "bull")] + [InlineData("felidae", "leopard", "cervidae", "deer")] + [InlineData("mustelidae","badger", "leporidae", "rabbit")] + [InlineData("bovidae", "ram", "cervidae", "elk")] + [InlineData("leporidae", "rabbit", "felidae", "housecat")] + public void TryBuildHybrid_AllCrossCladeCombinationsValid( + string sireClade, string sireSpecies, string damClade, string damSpecies) + { + var b = MakeHybridBuilder(sireClade, sireSpecies, damClade, damSpecies); + bool ok = b.TryBuildHybrid(_content.Items, out var c, out string err); + Assert.True(ok, err); + Assert.True(c!.MaxHp > 0); + Assert.True(c.IsAlive); + Assert.True(c.IsHybrid); + } + + // ── HybridDetriments ────────────────────────────────────────────────── + + [Fact] + public void HybridDetriments_HaveDocumentedConstants() + { + Assert.Equal(10, HybridDetriments.ScentDysphoriaSaveDc); + Assert.Equal(-2, HybridDetriments.SocialStigmaFirstCheckPenalty); + Assert.Equal(0.75f, HybridDetriments.MedicalIncompatibilityMultiplier); + Assert.True(HybridDetriments.IllegibleBodyLanguagePenalty); + } + + [Fact] + public void ScaleHealForHybrid_AppliesMultiplierToHybrids() + { + var hybrid = MakeHybrid(); + Assert.Equal(6, HybridDetriments.ScaleHealForHybrid(hybrid, 8)); // floor(8*0.75)=6 + Assert.Equal(3, HybridDetriments.ScaleHealForHybrid(hybrid, 4)); // floor(4*0.75)=3 + // Min 1 floor: a hybrid healed for 1 raw still gets 1. + Assert.Equal(1, HybridDetriments.ScaleHealForHybrid(hybrid, 1)); + } + + [Fact] + public void ScaleHealForHybrid_NoOpForPurebreds() + { + var purebred = MakePurebred(); + Assert.Equal(8, HybridDetriments.ScaleHealForHybrid(purebred, 8)); + Assert.Equal(1, HybridDetriments.ScaleHealForHybrid(purebred, 1)); + } + + [Fact] + public void ScaleHealForHybrid_PassesThroughZeroAndNegative() + { + var hybrid = MakeHybrid(); + Assert.Equal(0, HybridDetriments.ScaleHealForHybrid(hybrid, 0)); + Assert.Equal(-3, HybridDetriments.ScaleHealForHybrid(hybrid, -3)); + } + + // ── Save round-trip ─────────────────────────────────────────────────── + + [Fact] + public void Hybrid_RoundTripsThroughCharacterCodec() + { + var c = MakeHybrid(); + c.Hybrid!.PassingActive = true; + c.Hybrid.NpcsWhoKnow.Add(42); + c.Hybrid.NpcsWhoKnow.Add(99); + + var snap = Theriapolis.Core.Persistence.CharacterCodec.Capture(c); + Assert.NotNull(snap.Hybrid); + Assert.Equal("canidae", snap.Hybrid!.SireClade); + Assert.Equal("leporidae", snap.Hybrid.DamClade); + Assert.True(snap.Hybrid.PassingActive); + Assert.Equal(2, snap.Hybrid.NpcsWhoKnow.Length); + + var restored = Theriapolis.Core.Persistence.CharacterCodec.Restore(snap, _content); + Assert.NotNull(restored.Hybrid); + Assert.Equal("canidae", restored.Hybrid!.SireClade); + Assert.Equal("wolf", restored.Hybrid.SireSpecies); + Assert.Equal("leporidae", restored.Hybrid.DamClade); + Assert.Equal("rabbit", restored.Hybrid.DamSpecies); + Assert.True(restored.Hybrid.PassingActive); + Assert.Contains(42, restored.Hybrid.NpcsWhoKnow); + Assert.Contains(99, restored.Hybrid.NpcsWhoKnow); + } + + [Fact] + public void Purebred_RoundTripDoesNotEmitHybridSection() + { + var c = MakePurebred(); + var snap = Theriapolis.Core.Persistence.CharacterCodec.Capture(c); + Assert.Null(snap.Hybrid); + var restored = Theriapolis.Core.Persistence.CharacterCodec.Restore(snap, _content); + Assert.Null(restored.Hybrid); + Assert.False(restored.IsHybrid); + } + + [Fact] + public void Hybrid_RoundTripsThroughBinarySaveCodec() + { + var c = MakeHybrid(); + c.Hybrid!.PassingActive = true; + + var header = new Theriapolis.Core.Persistence.SaveHeader + { + Version = Theriapolis.Core.C.SAVE_SCHEMA_VERSION, + WorldSeedHex = "0xFEED", + }; + var body = new Theriapolis.Core.Persistence.SaveBody + { + PlayerCharacter = Theriapolis.Core.Persistence.CharacterCodec.Capture(c), + }; + body.Player.Id = 1; + body.Player.Name = "Hybrid"; + + var bytes = Theriapolis.Core.Persistence.SaveCodec.Serialize(header, body); + var (h2, body2) = Theriapolis.Core.Persistence.SaveCodec.Deserialize(bytes); + + Assert.Equal(header.Version, h2.Version); + Assert.NotNull(body2.PlayerCharacter); + Assert.NotNull(body2.PlayerCharacter!.Hybrid); + Assert.Equal("canidae", body2.PlayerCharacter.Hybrid!.SireClade); + Assert.Equal("leporidae", body2.PlayerCharacter.Hybrid.DamClade); + Assert.True(body2.PlayerCharacter.Hybrid.PassingActive); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private CharacterBuilder NewBuilderWithClassAndSkills() + { + var b = new CharacterBuilder + { + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + Name = "Test", + IsHybridOrigin = true, + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b; + } + + private CharacterBuilder MakeHybridBuilder( + string sireClade, string sireSpecies, + string damClade, string damSpecies) + { + var b = NewBuilderWithClassAndSkills(); + b.HybridSireClade = _content.Clades[sireClade]; + b.HybridSireSpecies = _content.Species[sireSpecies]; + b.HybridDamClade = _content.Clades[damClade]; + b.HybridDamSpecies = _content.Species[damSpecies]; + return b; + } + + private Character MakeHybrid() + { + var b = MakeHybridBuilder("canidae", "wolf", "leporidae", "rabbit"); + Assert.True(b.TryBuildHybrid(_content.Items, out var c, out _)); + return c!; + } + + private Character MakePurebred() + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + Name = "Test", + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(_content.Items); + } +} diff --git a/Theriapolis.Tests/Rules/LevelUpFlowTests.cs b/Theriapolis.Tests/Rules/LevelUpFlowTests.cs new file mode 100644 index 0000000..682a561 --- /dev/null +++ b/Theriapolis.Tests/Rules/LevelUpFlowTests.cs @@ -0,0 +1,240 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +/// +/// Phase 6.5 M0 — LevelUpFlow + Character.ApplyLevelUp coverage. +/// +/// LevelUpFlow.Compute is pure; same (character, level, seed) → same payload. +/// ApplyLevelUp mutates in place; per-level deltas land on Level, MaxHp, +/// CurrentHp, LearnedFeatureIds, LevelUpHistory, and (when applicable) +/// SubclassId / Abilities. +/// +public sealed class LevelUpFlowTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + private Character MakeWolfFangsworn(int con = 10) + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 12, con, 10, 13, 8), + Name = "Test", + }; + int n = b.ClassDef.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(); + } + + [Fact] + public void CanLevelUp_FalseAtZeroXp() + { + var c = MakeWolfFangsworn(); + Assert.Equal(1, c.Level); + Assert.Equal(0, c.Xp); + Assert.False(LevelUpFlow.CanLevelUp(c)); + } + + [Fact] + public void CanLevelUp_TrueAt300Xp() + { + var c = MakeWolfFangsworn(); + c.Xp = 300; + Assert.True(LevelUpFlow.CanLevelUp(c)); + } + + [Fact] + public void CanLevelUp_FalseAtLevelCap() + { + var c = MakeWolfFangsworn(); + c.Level = C.CHARACTER_LEVEL_MAX; + c.Xp = 999_999; + Assert.False(LevelUpFlow.CanLevelUp(c)); + } + + [Fact] + public void Compute_TakeAverage_ReturnsExpectedHpGain() + { + var c = MakeWolfFangsworn(con: 14); // Wolf+canid: con+1 → 15 → +2 mod + var result = LevelUpFlow.Compute(c, targetLevel: 2, seed: 0xCAFE, takeAverage: true); + // Fangsworn d10: average rounded up = 6. CON mod = +2. → 8 + Assert.Equal(2, result.NewLevel); + Assert.Equal(8, result.HpGained); + Assert.True(result.HpWasAveraged); + Assert.False(result.GrantsAsiChoice); + Assert.False(result.GrantsSubclassChoice); + } + + [Fact] + public void Compute_RolledHp_IsDeterministicForSameSeed() + { + var c = MakeWolfFangsworn(); + var a = LevelUpFlow.Compute(c, targetLevel: 2, seed: 0x1234, takeAverage: false); + var b = LevelUpFlow.Compute(c, targetLevel: 2, seed: 0x1234, takeAverage: false); + Assert.Equal(a.HpGained, b.HpGained); + Assert.Equal(a.HpHitDieResult, b.HpHitDieResult); + } + + [Fact] + public void Compute_RolledHp_DifferentSeedsCanProduceDifferentResults() + { + var c = MakeWolfFangsworn(); + var seen = new HashSet(); + for (ulong s = 1; s <= 50; s++) + { + var r = LevelUpFlow.Compute(c, targetLevel: 2, seed: s, takeAverage: false); + seen.Add(r.HpHitDieResult); + } + // With 50 different seeds and a d10, we should see at least 3 distinct rolls. + Assert.True(seen.Count >= 3, $"Expected variance across 50 seeds; saw {seen.Count} distinct rolls."); + } + + [Fact] + public void Compute_Level3_GrantsSubclassChoice() + { + var c = MakeWolfFangsworn(); + c.Level = 2; + var result = LevelUpFlow.Compute(c, targetLevel: 3, seed: 0xCAFE); + Assert.True(result.GrantsSubclassChoice); + // Fangsworn has at least one subclass id in classes.json. + Assert.NotEmpty(c.ClassDef.SubclassIds); + } + + [Fact] + public void Compute_Level3_DoesNotGrantSubclassChoice_IfAlreadyPicked() + { + var c = MakeWolfFangsworn(); + c.Level = 2; + c.SubclassId = "pack_forged"; // already picked somehow + var result = LevelUpFlow.Compute(c, targetLevel: 3, seed: 0xCAFE); + Assert.False(result.GrantsSubclassChoice); + } + + [Fact] + public void Compute_Level4_GrantsAsiChoice() + { + var c = MakeWolfFangsworn(); + c.Level = 3; + var result = LevelUpFlow.Compute(c, targetLevel: 4, seed: 0xCAFE); + Assert.True(result.GrantsAsiChoice); + } + + [Fact] + public void Compute_ProficiencyBonus_FollowsTable() + { + var c = MakeWolfFangsworn(); + Assert.Equal(2, LevelUpFlow.Compute(c, targetLevel: 2, seed: 0).NewProficiencyBonus); + Assert.Equal(3, LevelUpFlow.Compute(c, targetLevel: 5, seed: 0).NewProficiencyBonus); + Assert.Equal(4, LevelUpFlow.Compute(c, targetLevel: 9, seed: 0).NewProficiencyBonus); + Assert.Equal(5, LevelUpFlow.Compute(c, targetLevel: 13, seed: 0).NewProficiencyBonus); + Assert.Equal(6, LevelUpFlow.Compute(c, targetLevel: 17, seed: 0).NewProficiencyBonus); + } + + [Fact] + public void Compute_FeaturesUnlocked_FollowsLevelTable() + { + var c = MakeWolfFangsworn(); + var lv2 = LevelUpFlow.Compute(c, targetLevel: 2, seed: 0); + // Fangsworn level 2 grants Action Surge per the level table. + Assert.NotEmpty(lv2.ClassFeaturesUnlocked); + } + + [Fact] + public void ApplyLevelUp_MutatesLevelHpAndHistory() + { + var c = MakeWolfFangsworn(con: 10); // canid +1 → CON 11 → mod 0 + int hpBefore = c.MaxHp; + var result = LevelUpFlow.Compute(c, 2, 0xCAFE); + c.ApplyLevelUp(result, new LevelUpChoices { TakeAverageHp = true }); + + Assert.Equal(2, c.Level); + Assert.Equal(hpBefore + result.HpGained, c.MaxHp); + Assert.Equal(c.MaxHp, c.CurrentHp); // level-up restores HP + Assert.Single(c.LevelUpHistory); + Assert.Equal(2, c.LevelUpHistory[0].Level); + } + + [Fact] + public void ApplyLevelUp_RecordsClassFeatures() + { + var c = MakeWolfFangsworn(); + var result = LevelUpFlow.Compute(c, 2, 0xCAFE); + int beforeCount = c.LearnedFeatureIds.Count; + c.ApplyLevelUp(result, new LevelUpChoices()); + Assert.Equal(beforeCount + result.ClassFeaturesUnlocked.Length, c.LearnedFeatureIds.Count); + } + + [Fact] + public void ApplyLevelUp_WithSubclassChoice_WritesSubclassId() + { + var c = MakeWolfFangsworn(); + c.Level = 2; + c.Xp = XpTable.Threshold[3]; + var result = LevelUpFlow.Compute(c, 3, 0xCAFE); + var subId = c.ClassDef.SubclassIds[0]; + c.ApplyLevelUp(result, new LevelUpChoices { SubclassId = subId }); + Assert.Equal(subId, c.SubclassId); + Assert.Equal(subId, c.LevelUpHistory[^1].SubclassChosen); + } + + [Fact] + public void ApplyLevelUp_WithAsi_RaisesAbilityScores() + { + var c = MakeWolfFangsworn(); + c.Level = 3; + c.Xp = XpTable.Threshold[4]; + int strBefore = c.Abilities.STR; + var result = LevelUpFlow.Compute(c, 4, 0xCAFE); + c.ApplyLevelUp(result, new LevelUpChoices + { + AsiAdjustments = new() { { AbilityId.STR, 2 } }, + }); + Assert.Equal(strBefore + 2, c.Abilities.STR); + } + + [Fact] + public void ApplyLevelUp_AsiClampsAtAbilityCap() + { + var c = MakeWolfFangsworn(); + c.Level = 3; + c.SetAbilities(c.Abilities.With(AbilityId.STR, C.ABILITY_SCORE_CAP_PRE_L20)); + var result = LevelUpFlow.Compute(c, 4, 0xCAFE); + c.ApplyLevelUp(result, new LevelUpChoices + { + AsiAdjustments = new() { { AbilityId.STR, 2 } }, + }); + Assert.Equal(C.ABILITY_SCORE_CAP_PRE_L20, c.Abilities.STR); + } + + [Fact] + public void ApplyLevelUp_ChainedLevels_AccumulateHistoryInOrder() + { + var c = MakeWolfFangsworn(); + for (int target = 2; target <= 5; target++) + { + var r = LevelUpFlow.Compute(c, target, 0xCAFE_CAFE_CAFEUL ^ (ulong)target); + var choices = new LevelUpChoices(); + if (r.GrantsSubclassChoice) + choices.SubclassId = c.ClassDef.SubclassIds[0]; + if (r.GrantsAsiChoice) + choices.AsiAdjustments = new() { { AbilityId.CON, 2 } }; + c.ApplyLevelUp(r, choices); + } + Assert.Equal(5, c.Level); + Assert.Equal(4, c.LevelUpHistory.Count); + for (int i = 0; i < 4; i++) + Assert.Equal(i + 2, c.LevelUpHistory[i].Level); + } +} diff --git a/Theriapolis.Tests/Rules/PassingDetectionTests.cs b/Theriapolis.Tests/Rules/PassingDetectionTests.cs new file mode 100644 index 0000000..59218e8 --- /dev/null +++ b/Theriapolis.Tests/Rules/PassingDetectionTests.cs @@ -0,0 +1,377 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Reputation; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +/// +/// Phase 6.5 M5 — passing detection. Hybrid PCs with PassingActive get a +/// scent-detection roll on encountering scent-capable NPCs. The result is +/// permanent per-NPC (cached in Hybrid.NpcsWhoKnow + the NPC's +/// PersonalDisposition.Memory). Once detected, EffectiveDisposition layers +/// in the NPC's BiasProfile.HybridBias. +/// +public sealed class PassingDetectionTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + // ── Roll outcomes ───────────────────────────────────────────────────── + + [Fact] + public void Roll_NotApplicable_ForPurebredPc() + { + var pc = MakePurebred(); + var npc = MakeCanidNpc(); + var result = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0xCAFE); + Assert.Equal(DetectionResult.NotApplicable, result); + } + + [Fact] + public void Roll_PreviouslyDetected_NoFreshRoll() + { + var pc = MakeHybrid(passing: true); + var npc = MakeCanidNpc(); + var memory = new HashSet { "knows_hybrid" }; + var result = PassingCheck.Roll(pc, npc, memory, seed: 0xCAFE); + Assert.Equal(DetectionResult.PreviouslyDetected, result); + } + + [Fact] + public void Roll_NotPassing_AutoDetected() + { + var pc = MakeHybrid(passing: false); + var npc = MakeCanidNpc(); + var result = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0xCAFE); + Assert.Equal(DetectionResult.NotPassing, result); + } + + [Fact] + public void Roll_DeepCoverMask_AlwaysSuppresses() + { + var pc = MakeHybrid(passing: true); + pc.Hybrid!.ActiveMaskTier = ScentMaskTier.DeepCover; + var npc = MakeCanidNpc(); + // Even Canid Superior Scent fails against deep cover. + var result = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0xCAFE); + Assert.Equal(DetectionResult.MaskSuppressed, result); + } + + [Fact] + public void Roll_MilitaryMask_SuppressesNonCanid() + { + var pc = MakeHybrid(passing: true); + pc.Hybrid!.ActiveMaskTier = ScentMaskTier.Military; + // M5 simplification: only Canid NPCs detect scent. Test the path + // by giving the NPC a non-Canid clade — military mask suppresses + // automatically for non-superior-scent NPCs. + var npc = MakeNonCanidNpc(); + var result = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0xCAFE); + // Non-Canid NPCs lack scent capability anyway, so result is NoCapability. + // Military mask short-circuits earlier with MaskSuppressed. + Assert.Equal(DetectionResult.MaskSuppressed, result); + } + + [Fact] + public void Roll_NoCapability_ForNonScentNpc() + { + var pc = MakeHybrid(passing: true); + var npc = MakeNonCanidNpc(); + var result = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0xCAFE); + Assert.Equal(DetectionResult.NoCapability, result); + } + + [Fact] + public void Roll_IsDeterministic_ForSameSeed() + { + var pc = MakeHybrid(passing: true); + var npc = MakeCanidNpc(); + // Use a fresh memory set each time so PreviouslyDetected doesn't + // short-circuit. + var a = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0x1234); + var b = PassingCheck.Roll(pc, npc, new HashSet(), seed: 0x1234); + Assert.Equal(a, b); + } + + [Fact] + public void Roll_DifferentSeeds_CanProduceDifferentOutcomes() + { + var pc = MakeHybrid(passing: true); + var npc = MakeCanidNpc(); + // Sweep 50 seeds — at least one should differ from the first + // (probabilistic detection). + var first = PassingCheck.Roll(pc, npc, new HashSet(), seed: 1UL); + bool sawDifferent = false; + for (ulong s = 2; s <= 50; s++) + { + var r = PassingCheck.Roll(pc, npc, new HashSet(), seed: s); + if (r != first) { sawDifferent = true; break; } + } + Assert.True(sawDifferent, "expected some seed variance in detection outcomes"); + } + + [Fact] + public void Roll_BasicMaskFavoursPc() + { + // With a basic mask, the PC's Deception roll gets +5. Sweep many + // seeds and verify that masked rolls produce *more* Pass outcomes + // than unmasked rolls on average. + var pcMasked = MakeHybrid(passing: true); + pcMasked.Hybrid!.ActiveMaskTier = ScentMaskTier.Basic; + var pcUnmasked = MakeHybrid(passing: true); + var npc = MakeCanidNpc(); + + int maskedPasses = 0; + int unmaskedPasses = 0; + for (ulong s = 1; s <= 200; s++) + { + if (PassingCheck.Roll(pcMasked, npc, new HashSet(), seed: s) == DetectionResult.Pass) + maskedPasses++; + if (PassingCheck.Roll(pcUnmasked, npc, new HashSet(), seed: s) == DetectionResult.Pass) + unmaskedPasses++; + } + Assert.True(maskedPasses > unmaskedPasses, + $"basic mask should help: masked passes={maskedPasses}, unmasked passes={unmaskedPasses}"); + } + + // ── RollAndApply side effects ───────────────────────────────────────── + + [Fact] + public void RollAndApply_NotPassing_WritesMemoryAndLedger() + { + var pc = MakeHybrid(passing: false); + var npc = MakeCanidNpcWithRole("test.canid"); + var rep = new PlayerReputation(); + + var result = PassingCheck.RollAndApply(pc, npc, rep, + worldClockSeconds: 100L, seed: 0xCAFE); + + Assert.Equal(DetectionResult.NotPassing, result); + Assert.Contains(npc.Id, pc.Hybrid!.NpcsWhoKnow); + Assert.Contains("knows_hybrid", rep.PersonalFor("test.canid").Memory); + Assert.Contains(rep.Ledger.Entries, + ev => ev.Kind == RepEventKind.HybridDetected && ev.RoleTag == "test.canid"); + } + + [Fact] + public void RollAndApply_PreviouslyDetected_DoesNotReWrite() + { + var pc = MakeHybrid(passing: true); + var npc = MakeCanidNpcWithRole("test.canid"); + var rep = new PlayerReputation(); + // Pre-seed memory to look like a prior detection. + rep.PersonalFor("test.canid").Memory.Add("knows_hybrid"); + + var result = PassingCheck.RollAndApply(pc, npc, rep, + worldClockSeconds: 100L, seed: 0xCAFE); + + Assert.Equal(DetectionResult.PreviouslyDetected, result); + // No new HybridDetected event added (only the pre-existing memory tag). + Assert.DoesNotContain(rep.Ledger.Entries, + ev => ev.Kind == RepEventKind.HybridDetected); + } + + [Fact] + public void RollAndApply_NotApplicable_NoSideEffects_ForPurebred() + { + var pc = MakePurebred(); + var npc = MakeCanidNpcWithRole("test.canid"); + var rep = new PlayerReputation(); + + var result = PassingCheck.RollAndApply(pc, npc, rep, + worldClockSeconds: 100L, seed: 0xCAFE); + + Assert.Equal(DetectionResult.NotApplicable, result); + Assert.Empty(rep.Ledger.Entries); + Assert.False(rep.Personal.ContainsKey("test.canid")); + } + + // ── EffectiveDisposition + HybridBias consumption ──────────────────── + + [Fact] + public void EffectiveDisposition_DoesNotApplyHybridBias_BeforeDetection() + { + var pc = MakeHybrid(passing: true); + var npc = MakeNpcWithBiasProfile("CERVID_CAUTIOUS"); + var rep = new PlayerReputation(); + // No detection yet — hybrid bias should not be in the disposition. + int beforeDisposition = EffectiveDisposition.For(npc, pc, rep, _content); + // Sanity: just confirm we get a number; what matters is the next + // assertion shows it differs after detection. + Assert.True(beforeDisposition > -100 && beforeDisposition < 100); + } + + [Fact] + public void EffectiveDisposition_AppliesHybridBias_AfterDetection() + { + var pc = MakeHybrid(passing: true); + var npc = MakeNpcWithBiasProfile("CERVID_CAUTIOUS"); + var rep = new PlayerReputation(); + + int before = EffectiveDisposition.For(npc, pc, rep, _content); + // Mark NPC as having detected. + pc.Hybrid!.NpcsWhoKnow.Add(npc.Id); + int after = EffectiveDisposition.For(npc, pc, rep, _content); + + // CERVID_CAUTIOUS has a *negative* hybrid_bias per bias_profiles.json, + // so the disposition should drop after detection. + Assert.True(after < before, + $"expected disposition to drop after hybrid detection: before={before}, after={after}"); + } + + [Fact] + public void EffectiveDisposition_ProgressiveProfile_PositiveHybridBias() + { + var pc = MakeHybrid(passing: true); + var npc = MakeNpcWithBiasProfile("HYBRID_SURVIVOR"); + var rep = new PlayerReputation(); + + int before = EffectiveDisposition.For(npc, pc, rep, _content); + pc.Hybrid!.NpcsWhoKnow.Add(npc.Id); + int after = EffectiveDisposition.For(npc, pc, rep, _content); + + // HYBRID_SURVIVOR has positive hybrid_bias — disposition rises. + Assert.True(after > before, + $"expected disposition to rise for hybrid-friendly profile: before={before}, after={after}"); + } + + // ── Save round-trip mask tier ──────────────────────────────────────── + + [Fact] + public void Hybrid_MaskTier_RoundTripsThroughSave() + { + var pc = MakeHybrid(passing: true); + pc.Hybrid!.ActiveMaskTier = ScentMaskTier.DeepCover; + + var snap = Theriapolis.Core.Persistence.CharacterCodec.Capture(pc); + Assert.NotNull(snap.Hybrid); + Assert.Equal((byte)ScentMaskTier.DeepCover, snap.Hybrid!.ActiveMaskTier); + + var restored = Theriapolis.Core.Persistence.CharacterCodec.Restore(snap, _content); + Assert.Equal(ScentMaskTier.DeepCover, restored.Hybrid!.ActiveMaskTier); + } + + [Fact] + public void Hybrid_MaskTier_RoundTripsThroughBinarySaveCodec() + { + var pc = MakeHybrid(passing: true); + pc.Hybrid!.ActiveMaskTier = ScentMaskTier.Military; + + var header = new Theriapolis.Core.Persistence.SaveHeader + { + Version = Theriapolis.Core.C.SAVE_SCHEMA_VERSION, + WorldSeedHex = "0xFEED", + }; + var body = new Theriapolis.Core.Persistence.SaveBody + { + PlayerCharacter = Theriapolis.Core.Persistence.CharacterCodec.Capture(pc), + }; + body.Player.Id = 1; + body.Player.Name = "Hybrid"; + + var bytes = Theriapolis.Core.Persistence.SaveCodec.Serialize(header, body); + var (_, body2) = Theriapolis.Core.Persistence.SaveCodec.Deserialize(bytes); + + Assert.NotNull(body2.PlayerCharacter?.Hybrid); + Assert.Equal((byte)ScentMaskTier.Military, body2.PlayerCharacter!.Hybrid!.ActiveMaskTier); + } + + // ── Helpers ─────────────────────────────────────────────────────────── + + private Theriapolis.Core.Rules.Character.Character MakePurebred() + { + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + }; + AutoPickSkills(b); + return b.Build(_content.Items); + } + + private Theriapolis.Core.Rules.Character.Character MakeHybrid(bool passing) + { + var b = new CharacterBuilder + { + ClassDef = _content.Classes["fangsworn"], + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 12), + IsHybridOrigin = true, + HybridSireClade = _content.Clades["canidae"], + HybridSireSpecies = _content.Species["wolf"], + HybridDamClade = _content.Clades["leporidae"], + HybridDamSpecies = _content.Species["rabbit"], + HybridDominantParent = ParentLineage.Sire, + }; + AutoPickSkills(b); + bool ok = b.TryBuildHybrid(_content.Items, out var c, out string err); + Assert.True(ok, err); + c!.Hybrid!.PassingActive = passing; + return c; + } + + private void AutoPickSkills(CharacterBuilder b) + { + int n = b.ClassDef!.SkillsChoose; + foreach (var raw in b.ClassDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + } + + private NpcActor MakeCanidNpc() + { + var resident = new ResidentTemplateDef + { + Id = "test_canid", + Name = "Test Canid", + Clade = "canidae", + Species = "wolf", + }; + return new NpcActor(resident) { Id = 42 }; + } + + private NpcActor MakeCanidNpcWithRole(string roleTag) + { + var resident = new ResidentTemplateDef + { + Id = "test_canid", + Name = "Test Canid", + Clade = "canidae", + Species = "wolf", + RoleTag = roleTag, + }; + return new NpcActor(resident) { Id = 42 }; + } + + private NpcActor MakeNonCanidNpc() + { + var resident = new ResidentTemplateDef + { + Id = "test_cervid", + Name = "Test Cervid", + Clade = "cervidae", + Species = "deer", + }; + return new NpcActor(resident) { Id = 99 }; + } + + private NpcActor MakeNpcWithBiasProfile(string biasProfileId) + { + var resident = new ResidentTemplateDef + { + Id = "test_npc", + Name = "Test NPC", + Clade = "cervidae", + Species = "deer", + BiasProfile = biasProfileId, + }; + return new NpcActor(resident) { Id = 1 }; + } +} diff --git a/Theriapolis.Tests/Rules/ProficiencyBonusTests.cs b/Theriapolis.Tests/Rules/ProficiencyBonusTests.cs new file mode 100644 index 0000000..839a8c9 --- /dev/null +++ b/Theriapolis.Tests/Rules/ProficiencyBonusTests.cs @@ -0,0 +1,36 @@ +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +public sealed class ProficiencyBonusTests +{ + [Theory] + [InlineData(1, 2)] + [InlineData(2, 2)] + [InlineData(3, 2)] + [InlineData(4, 2)] + [InlineData(5, 3)] + [InlineData(6, 3)] + [InlineData(8, 3)] + [InlineData(9, 4)] + [InlineData(12, 4)] + [InlineData(13, 5)] + [InlineData(16, 5)] + [InlineData(17, 6)] + [InlineData(20, 6)] + public void ForLevel_MatchesD20Table(int level, int expected) + { + Assert.Equal(expected, ProficiencyBonus.ForLevel(level)); + } + + [Theory] + [InlineData(0)] + [InlineData(-1)] + [InlineData(21)] + [InlineData(100)] + public void ForLevel_OutOfRange_Throws(int level) + { + Assert.Throws(() => ProficiencyBonus.ForLevel(level)); + } +} diff --git a/Theriapolis.Tests/Rules/SizeTests.cs b/Theriapolis.Tests/Rules/SizeTests.cs new file mode 100644 index 0000000..fbb5ade --- /dev/null +++ b/Theriapolis.Tests/Rules/SizeTests.cs @@ -0,0 +1,50 @@ +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +public sealed class SizeTests +{ + [Theory] + [InlineData(SizeCategory.Small, 1)] + [InlineData(SizeCategory.Medium, 1)] + [InlineData(SizeCategory.MediumLarge, 1)] + [InlineData(SizeCategory.Large, 2)] + public void FootprintTiles_MatchesPlanTable(SizeCategory s, int expected) + { + Assert.Equal(expected, s.FootprintTiles()); + } + + [Theory] + [InlineData(SizeCategory.Small, 1)] + [InlineData(SizeCategory.Medium, 1)] + [InlineData(SizeCategory.MediumLarge, 1)] + [InlineData(SizeCategory.Large, 2)] + public void DefaultReachTiles_MatchesPlanTable(SizeCategory s, int expected) + { + Assert.Equal(expected, s.DefaultReachTiles()); + } + + [Theory] + [InlineData("small", SizeCategory.Small)] + [InlineData("medium", SizeCategory.Medium)] + [InlineData("medium_large", SizeCategory.MediumLarge)] + [InlineData("large", SizeCategory.Large)] + public void FromJson_ParsesSnakeCase(string raw, SizeCategory expected) + { + Assert.Equal(expected, SizeExtensions.FromJson(raw)); + } + + [Fact] + public void FromJson_UnknownThrows() + { + Assert.Throws(() => SizeExtensions.FromJson("gargantuan")); + } + + [Fact] + public void CarryCapacityMult_LargeIsDoubled() + { + Assert.Equal(2.0f, SizeCategory.Large.CarryCapacityMult()); + Assert.Equal(0.5f, SizeCategory.Small.CarryCapacityMult()); + } +} diff --git a/Theriapolis.Tests/Rules/StartingKitTests.cs b/Theriapolis.Tests/Rules/StartingKitTests.cs new file mode 100644 index 0000000..4b29e9d --- /dev/null +++ b/Theriapolis.Tests/Rules/StartingKitTests.cs @@ -0,0 +1,122 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Items; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +/// +/// Verifies that every class's starting_kit in classes.json +/// references real items, that auto-equipped items land in their declared +/// slot, and that fresh characters arrive armed and armoured. +/// +public sealed class StartingKitTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void EveryClass_HasNonEmptyStartingKit() + { + foreach (var c in _content.Classes.Values) + Assert.NotEmpty(c.StartingKit); + } + + [Fact] + public void EveryStartingKitItem_ReferencesARealItem() + { + foreach (var c in _content.Classes.Values) + foreach (var entry in c.StartingKit) + Assert.True( + _content.Items.ContainsKey(entry.ItemId), + $"Class '{c.Id}' starting_kit references unknown item '{entry.ItemId}'"); + } + + [Fact] + public void EveryAutoEquipEntry_HasValidEquipSlot() + { + foreach (var c in _content.Classes.Values) + foreach (var entry in c.StartingKit) + { + if (!entry.AutoEquip) continue; + Assert.False( + string.IsNullOrEmpty(entry.EquipSlot), + $"Class '{c.Id}' auto-equip entry '{entry.ItemId}' has empty equip_slot"); + Assert.NotNull(EquipSlotExtensions.FromJson(entry.EquipSlot)); + } + } + + [Theory] + [InlineData("fangsworn", "rend_sword", "chain_shirt", "buckler")] + [InlineData("bulwark", "hoof_club", "chain_mail", "standard_shield")] + [InlineData("covenant_keeper", "rend_sword", "chain_shirt", "standard_shield")] + [InlineData("claw_wright", "hoof_club", "studded_leather", "buckler")] + public void StartingKit_AppliedAndEquipped_FullKit( + string classId, string mainHand, string body, string offHand) + { + var c = BuildWithKit(classId); + AssertEquipped(c, EquipSlot.MainHand, mainHand); + AssertEquipped(c, EquipSlot.Body, body); + AssertEquipped(c, EquipSlot.OffHand, offHand); + } + + [Theory] + [InlineData("feral", "paw_axe", "hide_vest")] + [InlineData("shadow_pelt", "thorn_blade", "studded_leather")] + [InlineData("scent_broker", "fang_knife", "leather_harness")] + [InlineData("muzzle_speaker", "fang_knife", "studded_leather")] + public void StartingKit_AppliedAndEquipped_NoShield(string classId, string mainHand, string body) + { + var c = BuildWithKit(classId); + AssertEquipped(c, EquipSlot.MainHand, mainHand); + AssertEquipped(c, EquipSlot.Body, body); + Assert.Null(c.Inventory.GetEquipped(EquipSlot.OffHand)); + } + + [Fact] + public void StartingKit_Skipped_WhenItemsTableNotPassed() + { + var c = MakeBuilder("fangsworn").Build(); // no items dict → no kit applied + Assert.Empty(c.Inventory.Items); + } + + [Fact] + public void StartingKit_ProducesPositiveAcOverUnarmoredBaseline() + { + var c = BuildWithKit("fangsworn"); + int armored = DerivedStats.ArmorClass(c); + Assert.True(armored >= 14, $"Fangsworn starting kit should produce AC ≥ 14 (chain shirt + buckler), got {armored}"); + } + + private Character BuildWithKit(string classId) + => MakeBuilder(classId).Build(_content.Items); + + private CharacterBuilder MakeBuilder(string classId) + { + var classDef = _content.Classes[classId]; + var b = new CharacterBuilder + { + Clade = _content.Clades["canidae"], + Species = _content.Species["wolf"], + ClassDef = classDef, + Background = _content.Backgrounds["pack_raised"], + BaseAbilities = new AbilityScores(15, 14, 13, 12, 10, 8), + Name = "KitTest", + }; + // Pick the right number of skills for this class. + int n = classDef.SkillsChoose; + foreach (var raw in classDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b; + } + + private static void AssertEquipped(Character c, EquipSlot slot, string expectedItemId) + { + var inst = c.Inventory.GetEquipped(slot); + Assert.NotNull(inst); + Assert.Equal(expectedItemId, inst!.Def.Id); + } +} diff --git a/Theriapolis.Tests/Rules/SubclassResolverTests.cs b/Theriapolis.Tests/Rules/SubclassResolverTests.cs new file mode 100644 index 0000000..af80990 --- /dev/null +++ b/Theriapolis.Tests/Rules/SubclassResolverTests.cs @@ -0,0 +1,116 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +/// +/// Phase 6.5 M2 — SubclassResolver covers the pure look-up surface +/// (subclass id → unlocked feature ids per level, feature def lookup). +/// All subclass mechanics are JSON-driven; tests run against the live +/// content set so authoring drift is caught here. +/// +public sealed class SubclassResolverTests +{ + private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void TryFindSubclass_ReturnsDefForKnownId() + { + var def = SubclassResolver.TryFindSubclass(_content.Subclasses, "pack_forged"); + Assert.NotNull(def); + Assert.Equal("fangsworn", def!.ClassId); + } + + [Fact] + public void TryFindSubclass_NullForEmptyId() + { + Assert.Null(SubclassResolver.TryFindSubclass(_content.Subclasses, "")); + Assert.Null(SubclassResolver.TryFindSubclass(_content.Subclasses, null)); + } + + [Fact] + public void TryFindSubclass_NullForUnknownId() + { + Assert.Null(SubclassResolver.TryFindSubclass(_content.Subclasses, "definitely_not_a_subclass")); + } + + [Fact] + public void UnlockedFeaturesAt_Level3_ReturnsFirstFeature() + { + var features = SubclassResolver.UnlockedFeaturesAt(_content.Subclasses, "pack_forged", 3); + Assert.NotEmpty(features); + Assert.Contains("packmates_howl", features); + } + + [Fact] + public void UnlockedFeaturesAt_LevelWithoutEntry_ReturnsEmpty() + { + // Pack-Forged has entries at L3, L7, L10, L15, L18 — L4 is empty. + var features = SubclassResolver.UnlockedFeaturesAt(_content.Subclasses, "pack_forged", 4); + Assert.Empty(features); + } + + [Fact] + public void UnlockedFeaturesAt_NullSubclassId_ReturnsEmpty() + { + Assert.Empty(SubclassResolver.UnlockedFeaturesAt(_content.Subclasses, null, 3)); + Assert.Empty(SubclassResolver.UnlockedFeaturesAt(_content.Subclasses, "", 3)); + } + + [Fact] + public void ResolveFeatureDef_FindsSubclassFeature() + { + var subclass = _content.Subclasses["pack_forged"]; + var classDef = _content.Classes["fangsworn"]; + var fdef = SubclassResolver.ResolveFeatureDef(classDef, subclass, "packmates_howl"); + Assert.NotNull(fdef); + Assert.Equal("Packmate's Howl", fdef!.Name); + } + + [Fact] + public void ResolveFeatureDef_FallsThroughToClassDefForSharedIds() + { + var subclass = _content.Subclasses["pack_forged"]; + var classDef = _content.Classes["fangsworn"]; + // 'asi' is in the class feature_definitions (shared across subclasses). + var fdef = SubclassResolver.ResolveFeatureDef(classDef, subclass, "asi"); + Assert.NotNull(fdef); + } + + [Fact] + public void ResolveFeatureDef_NullForUnknownId() + { + var subclass = _content.Subclasses["pack_forged"]; + var classDef = _content.Classes["fangsworn"]; + Assert.Null(SubclassResolver.ResolveFeatureDef(classDef, subclass, "completely_made_up_feature")); + } + + [Fact] + public void EveryClass_HasAtLeastOneSubclass() + { + // Smoke: every class declared in classes.json should resolve to at + // least one entry in subclasses.json. + foreach (var cls in _content.Classes.Values) + { + Assert.NotEmpty(cls.SubclassIds); + foreach (var sid in cls.SubclassIds) + { + Assert.True(_content.Subclasses.ContainsKey(sid), + $"class '{cls.Id}' references unknown subclass '{sid}'"); + } + } + } + + [Fact] + public void EverySubclass_HasLevel3Features() + { + // M2 ship-point: every authored subclass should have at least one + // level-3 feature so the L3 unlock fires meaningfully. + foreach (var sub in _content.Subclasses.Values) + { + var l3 = SubclassResolver.UnlockedFeaturesAt(_content.Subclasses, sub.Id, 3); + Assert.NotEmpty(l3); + } + } +} diff --git a/Theriapolis.Tests/Rules/XpTableTests.cs b/Theriapolis.Tests/Rules/XpTableTests.cs new file mode 100644 index 0000000..93d3c01 --- /dev/null +++ b/Theriapolis.Tests/Rules/XpTableTests.cs @@ -0,0 +1,51 @@ +using Theriapolis.Core.Rules.Stats; +using Xunit; + +namespace Theriapolis.Tests.Rules; + +public sealed class XpTableTests +{ + [Theory] + [InlineData(0, 1)] + [InlineData(1, 1)] + [InlineData(299, 1)] + [InlineData(300, 2)] + [InlineData(899, 2)] + [InlineData(900, 3)] + [InlineData(2_700, 4)] + [InlineData(355_000, 20)] + [InlineData(1_000_000,20)] + public void LevelForXp_MatchesD20Table(int xp, int expectedLevel) + { + Assert.Equal(expectedLevel, XpTable.LevelForXp(xp)); + } + + [Fact] + public void LevelForXp_NegativeThrows() + { + Assert.Throws(() => XpTable.LevelForXp(-1)); + } + + [Theory] + [InlineData(1, 300)] + [InlineData(2, 900)] + [InlineData(19, 355_000)] + public void XpRequiredForNextLevel_MatchesTable(int currentLevel, int expectedNext) + { + Assert.Equal(expectedNext, XpTable.XpRequiredForNextLevel(currentLevel)); + } + + [Fact] + public void XpRequiredForNextLevel_AtCap_ReturnsMaxValue() + { + Assert.Equal(int.MaxValue, XpTable.XpRequiredForNextLevel(20)); + } + + [Fact] + public void Threshold_IsMonotonicallyIncreasing() + { + for (int lv = 2; lv <= 20; lv++) + Assert.True(XpTable.Threshold[lv] > XpTable.Threshold[lv - 1], + $"Threshold[{lv}]={XpTable.Threshold[lv]} should be > Threshold[{lv-1}]={XpTable.Threshold[lv-1]}"); + } +} diff --git a/Theriapolis.Tests/Settlements/AnchorRegistryTests.cs b/Theriapolis.Tests/Settlements/AnchorRegistryTests.cs new file mode 100644 index 0000000..fc158b5 --- /dev/null +++ b/Theriapolis.Tests/Settlements/AnchorRegistryTests.cs @@ -0,0 +1,75 @@ +using Theriapolis.Core.World; +using Theriapolis.Core.World.Settlements; +using Xunit; + +namespace Theriapolis.Tests.Settlements; + +/// +/// Phase 6 M1 — AnchorRegistry semantics. +/// +public sealed class AnchorRegistryTests +{ + [Fact] + public void Anchor_RegistersAndResolves() + { + var r = new AnchorRegistry(); + r.RegisterAnchor(NarrativeAnchor.Millhaven, settlementId: 42); + Assert.Equal(42, r.ResolveAnchor("anchor:millhaven")); + } + + [Fact] + public void Anchor_LookupIsCaseInsensitive() + { + var r = new AnchorRegistry(); + r.RegisterAnchor(NarrativeAnchor.Millhaven, settlementId: 42); + Assert.Equal(42, r.ResolveAnchor("ANCHOR:MILLHAVEN")); + Assert.Equal(42, r.ResolveAnchor("anchor:Millhaven")); + } + + [Fact] + public void UnregisteredAnchor_ReturnsNull() + { + var r = new AnchorRegistry(); + Assert.Null(r.ResolveAnchor("anchor:doesnotexist")); + } + + [Fact] + public void NamedRole_RegistersAndResolves() + { + var r = new AnchorRegistry(); + r.RegisterRole("millhaven.innkeeper", npcId: 777); + Assert.Equal(777, r.ResolveRole("role:millhaven.innkeeper")); + } + + [Fact] + public void GenericRoleTag_DoesNotRegister() + { + // A bare role tag without a "settlement.role" qualifier shouldn't + // be globally addressable — there are many generic innkeepers. + var r = new AnchorRegistry(); + r.RegisterRole("innkeeper", npcId: 5); + Assert.Null(r.ResolveRole("role:innkeeper")); + } + + [Fact] + public void UnregisterRole_RemovesEntry() + { + var r = new AnchorRegistry(); + r.RegisterRole("millhaven.innkeeper", npcId: 5); + r.UnregisterRole("millhaven.innkeeper"); + Assert.Null(r.ResolveRole("role:millhaven.innkeeper")); + } + + [Fact] + public void Clear_DropsAllEntries() + { + var r = new AnchorRegistry(); + r.RegisterAnchor(NarrativeAnchor.Millhaven, 1); + r.RegisterRole("millhaven.innkeeper", 5); + r.Clear(); + Assert.Null(r.ResolveAnchor("anchor:millhaven")); + Assert.Null(r.ResolveRole("role:millhaven.innkeeper")); + Assert.Empty(r.AllAnchors); + Assert.Empty(r.AllRoles); + } +} diff --git a/Theriapolis.Tests/Settlements/BuildingStampTests.cs b/Theriapolis.Tests/Settlements/BuildingStampTests.cs new file mode 100644 index 0000000..ac8df2f --- /dev/null +++ b/Theriapolis.Tests/Settlements/BuildingStampTests.cs @@ -0,0 +1,232 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Settlements; +using Xunit; + +namespace Theriapolis.Tests.Settlements; + +/// +/// Phase 6 M0 — building stamp determinism + content shape tests. +/// +/// The settlement-stamping path picks up content lazily on the first chunk +/// that touches each settlement; identical seeds must produce identical +/// building lists, and the stamped tile bytes must round-trip across two +/// independent generations. +/// +public sealed class BuildingStampTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public BuildingStampTests(WorldCache c) => _cache = c; + + private SettlementContent LoadContent() + => new ContentResolver(new ContentLoader(TestHelpers.DataDirectory)).Settlements; + + [Fact] + public void ContentLoader_LoadsBuildingsAndLayouts() + { + var content = LoadContent(); + Assert.True(content.Buildings.Count >= 6, + $"expected ≥ 6 building templates, got {content.Buildings.Count}"); + Assert.True(content.PresetByAnchor.Count >= 1, + "expected at least one preset settlement layout"); + Assert.True(content.ProceduralByTier.Count >= 4, + "expected procedural layouts for Tier 2/3/4/5"); + // Sanity: every preset must reference real building templates. + foreach (var p in content.PresetByAnchor.Values) + foreach (var b in p.Buildings) + Assert.True(content.Buildings.ContainsKey(b.Template), + $"preset '{p.Id}' references unknown template '{b.Template}'"); + } + + [Fact] + public void Stamp_ProducesIdenticalBuildingsAcrossRuns() + { + var w1 = _cache.Get(TestSeed, variant: 0).World; + var w2 = _cache.Get(TestSeed, variant: 1).World; + var content = LoadContent(); + + var s1 = w1.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var s2 = w2.Settlements.First(s => s.Id == s1.Id); + + SettlementStamper.EnsureBuildingsResolved(TestSeed, s1, content); + SettlementStamper.EnsureBuildingsResolved(TestSeed, s2, content); + + Assert.Equal(s1.Buildings.Count, s2.Buildings.Count); + for (int i = 0; i < s1.Buildings.Count; i++) + { + Assert.Equal(s1.Buildings[i].TemplateId, s2.Buildings[i].TemplateId); + Assert.Equal(s1.Buildings[i].MinX, s2.Buildings[i].MinX); + Assert.Equal(s1.Buildings[i].MinY, s2.Buildings[i].MinY); + Assert.Equal(s1.Buildings[i].MaxX, s2.Buildings[i].MaxX); + Assert.Equal(s1.Buildings[i].MaxY, s2.Buildings[i].MaxY); + } + } + + [Fact] + public void Stamp_ProducesIdenticalChunkHashWithSameContent() + { + var w = _cache.Get(TestSeed).World; + var content = LoadContent(); + var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var cc = ChunkCoord.ForWorldTile(s.TileX, s.TileY); + + var a = TacticalChunkGen.Generate(TestSeed, cc, w, content); + // Re-resolve buildings from a fresh world to make sure the stamper + // is idempotent (BuildingsResolved guard works). + var w2 = _cache.Get(TestSeed, variant: 1).World; + var b = TacticalChunkGen.Generate(TestSeed, cc, w2, content); + Assert.Equal(a.Hash(), b.Hash()); + } + + [Fact] + public void Stamp_ContentNullFallsBackToLegacyHash() + { + // Generating a chunk without content should match a chunk generated + // with the no-content overload — i.e., the fallback path is the + // Phase-4 placeholder behaviour, byte-for-byte. + var w = _cache.Get(TestSeed).World; + var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var cc = ChunkCoord.ForWorldTile(s.TileX, s.TileY); + + var a = TacticalChunkGen.Generate(TestSeed, cc, w); + var b = TacticalChunkGen.Generate(TestSeed, cc, w, settlementContent: null); + Assert.Equal(a.Hash(), b.Hash()); + } + + [Fact] + public void StampedSettlement_HasMoreBuildingTilesThanFallback() + { + // The whole point of M0 — content path stamps Floor tiles inside + // building footprints, fallback only stamps Cobble. Floor count + // diverges; this captures that. + var w = _cache.Get(TestSeed).World; + var content = LoadContent(); + var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var cc = ChunkCoord.ForWorldTile(s.TileX, s.TileY); + + var withContent = TacticalChunkGen.Generate(TestSeed, cc, w, content); + var w2 = _cache.Get(TestSeed, variant: 1).World; + var without = TacticalChunkGen.Generate(TestSeed, cc, w2, settlementContent: null); + + int floorWith = CountSurface(withContent, TacticalSurface.Floor); + int floorWithout = CountSurface(without, TacticalSurface.Floor); + Assert.True(floorWith > floorWithout, + $"Content-aware stamp should produce floor tiles; got {floorWith} vs {floorWithout}."); + } + + [Fact] + public void Buildings_HaveDoorsAndDoorsAreWalkable() + { + var w = _cache.Get(TestSeed).World; + var content = LoadContent(); + var s = w.Settlements.First(x => !x.IsPoi && x.Tier <= 3); + SettlementStamper.EnsureBuildingsResolved(TestSeed, s, content); + Assert.NotEmpty(s.Buildings); + + // Render a chunk that overlaps each building and confirm the door + // tile is walkable + carries the Doorway flag. + foreach (var b in s.Buildings) + { + Assert.NotEmpty(b.Doors); + foreach (var (dx, dy) in b.Doors) + { + var cc = new ChunkCoord( + dx / C.TACTICAL_CHUNK_SIZE - (dx < 0 ? 1 : 0), + dy / C.TACTICAL_CHUNK_SIZE - (dy < 0 ? 1 : 0)); + var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content); + int lx = dx - chunk.OriginX; + int ly = dy - chunk.OriginY; + Assert.InRange(lx, 0, C.TACTICAL_CHUNK_SIZE - 1); + Assert.InRange(ly, 0, C.TACTICAL_CHUNK_SIZE - 1); + ref var tile = ref chunk.Tiles[lx, ly]; + Assert.True(tile.IsWalkable, $"door at ({dx},{dy}) for building {b.TemplateId} should be walkable"); + Assert.True((tile.Flags & (byte)TacticalFlags.Doorway) != 0, "door tile must carry the Doorway flag"); + Assert.True((tile.Flags & (byte)TacticalFlags.Building) != 0, "door tile must carry the Building flag"); + } + } + } + + [Fact] + public void MillhavenAnchor_GetsItsPresetLayout() + { + // We can't guarantee the Millhaven anchor exists at every test seed + // (placement depends on world geometry). When it does, it should + // resolve to the preset layout, not the procedural Tier-1 fallback. + var w = _cache.Get(TestSeed).World; + var content = LoadContent(); + var millhaven = w.Settlements.FirstOrDefault( + s => s.Anchor is NarrativeAnchor.Millhaven); + if (millhaven is null) return; + + var layout = content.ResolveFor(millhaven); + Assert.NotNull(layout); + Assert.Equal("preset", layout!.Kind); + Assert.Equal("Millhaven", layout.Anchor); + } + + [Fact] + public void ProceduralLayouts_StampMultipleBuildings() + { + // Pick a non-anchor Tier 2 or 3 settlement and confirm the + // procedural roller produced more than one building. Sanity that + // the weighted picker doesn't collapse to zero. + var w = _cache.Get(TestSeed).World; + var content = LoadContent(); + var s = w.Settlements.FirstOrDefault( + x => x.Anchor is null && !x.IsPoi && x.Tier is 2 or 3); + if (s is null) return; + + SettlementStamper.EnsureBuildingsResolved(TestSeed, s, content); + Assert.True(s.Buildings.Count >= 2, + $"procedural Tier-{s.Tier} settlement should stamp ≥ 2 buildings, got {s.Buildings.Count}"); + } + + [Fact] + public void ResidentSpawns_AppearInChunkSpawnList() + { + var w = _cache.Get(TestSeed).World; + var content = LoadContent(); + + // Find any settlement at Tier ≤ 3 whose layout has roles. + var s = w.Settlements.First(x => !x.IsPoi && x.Tier <= 3); + SettlementStamper.EnsureBuildingsResolved(TestSeed, s, content); + + // Sum role count across buildings. + int expectedRoles = s.Buildings.Sum(b => b.Residents.Length); + if (expectedRoles == 0) return; + + // Generate every chunk overlapping any building and count Resident + // spawn records emitted. + int actual = 0; + var seen = new HashSet(); + foreach (var b in s.Buildings) + { + int minCx = (int)Math.Floor(b.MinX / (double)C.TACTICAL_CHUNK_SIZE); + int minCy = (int)Math.Floor(b.MinY / (double)C.TACTICAL_CHUNK_SIZE); + int maxCx = (int)Math.Floor(b.MaxX / (double)C.TACTICAL_CHUNK_SIZE); + int maxCy = (int)Math.Floor(b.MaxY / (double)C.TACTICAL_CHUNK_SIZE); + for (int cy = minCy; cy <= maxCy; cy++) + for (int cx = minCx; cx <= maxCx; cx++) + { + var cc = new ChunkCoord(cx, cy); + if (!seen.Add(cc)) continue; + var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content); + foreach (var sp in chunk.Spawns) + if (sp.Kind == SpawnKind.Resident) actual++; + } + } + Assert.Equal(expectedRoles, actual); + } + + private static int CountSurface(TacticalChunk chunk, TacticalSurface surface) + { + int n = 0; + for (int y = 0; y < C.TACTICAL_CHUNK_SIZE; y++) + for (int x = 0; x < C.TACTICAL_CHUNK_SIZE; x++) + if (chunk.Tiles[x, y].Surface == surface) n++; + return n; + } +} diff --git a/Theriapolis.Tests/Settlements/ResidentSpawnTests.cs b/Theriapolis.Tests/Settlements/ResidentSpawnTests.cs new file mode 100644 index 0000000..e13be68 --- /dev/null +++ b/Theriapolis.Tests/Settlements/ResidentSpawnTests.cs @@ -0,0 +1,216 @@ +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Entities; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Settlements; +using Xunit; + +namespace Theriapolis.Tests.Settlements; + +/// +/// Phase 6 M1 — resident-instantiation correctness. +/// +/// Walks the full pipeline: chunk → SettlementStamper emits Resident spawn +/// records → ResidentInstantiator resolves them → NpcActor lands inside +/// the building with the right name, bias profile, and dialogue id. +/// +public sealed class ResidentSpawnTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public ResidentSpawnTests(WorldCache c) => _cache = c; + + private ContentResolver Content() => new(new ContentLoader(TestHelpers.DataDirectory)); + + [Fact] + public void NamedRoleTags_ResolveToHandAuthoredTemplates() + { + var content = Content(); + // Direct lookup — these IDs are referenced by Millhaven's preset. + Assert.True(content.ResidentsByRoleTag.ContainsKey("millhaven.innkeeper")); + Assert.True(content.ResidentsByRoleTag.ContainsKey("millhaven.constable_fenn")); + Assert.True(content.ResidentsByRoleTag.ContainsKey("millhaven.grandmother_asha")); + Assert.True(content.ResidentsByRoleTag.ContainsKey("thornfield.dr_venn")); + + var asha = content.ResidentsByRoleTag["millhaven.grandmother_asha"]; + Assert.Equal("Grandmother Asha", asha.Name); + Assert.Equal("canidae", asha.Clade); + Assert.Equal("wolf", asha.Species); + Assert.Equal("CANID_TRADITIONALIST", asha.BiasProfile); + } + + [Fact] + public void GenericRoleTags_FallBackToGenericTemplates() + { + var content = Content(); + // Suffix-stripping: "anywhere.innkeeper" should resolve to the + // generic_innkeeper template since no anywhere.* preset exists. + var pick = ResidentInstantiator.ResolveTemplate( + "anywhere.innkeeper", content, + worldSeed: 1, settlementId: 1, buildingId: 0, spawnIndex: 0); + Assert.NotNull(pick); + Assert.False(pick!.Named); + Assert.Equal("innkeeper", pick.RoleTag); + } + + [Fact] + public void ResidentInstantiator_PlacesNpcInsideBuilding() + { + var w = _cache.Get(TestSeed).World; + var content = Content(); + + // Find a settlement that resolves to a layout (Millhaven if anchor + // matches, else any Tier 2-3 procedural settlement). + var settlement = w.Settlements.FirstOrDefault(s => s.Anchor is NarrativeAnchor.Millhaven) + ?? w.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + + SettlementStamper.EnsureBuildingsResolved(TestSeed, settlement, content.Settlements); + Assert.NotEmpty(settlement.Buildings); + + // Pick the first building that has at least one resident slot. + var building = settlement.Buildings.FirstOrDefault(b => b.Residents.Length > 0); + Assert.NotNull(building); + var slot = building!.Residents[0]; + + // Spawn it through the full path (chunk render → ResidentInstantiator). + var actors = new ActorManager(); + var registry = new AnchorRegistry(); + registry.RegisterAllAnchors(w); + + var cc = new ChunkCoord( + slot.SpawnX / C.TACTICAL_CHUNK_SIZE - (slot.SpawnX < 0 ? 1 : 0), + slot.SpawnY / C.TACTICAL_CHUNK_SIZE - (slot.SpawnY < 0 ? 1 : 0)); + var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content.Settlements); + + // Find the spawn entry for this slot inside the chunk. + int spawnIdx = -1; + for (int i = 0; i < chunk.Spawns.Count; i++) + { + var s = chunk.Spawns[i]; + int wx = chunk.OriginX + s.LocalX; + int wy = chunk.OriginY + s.LocalY; + if (s.Kind == SpawnKind.Resident && wx == slot.SpawnX && wy == slot.SpawnY) + { + spawnIdx = i; + break; + } + } + Assert.NotEqual(-1, spawnIdx); + + var npc = ResidentInstantiator.Spawn( + TestSeed, chunk, spawnIdx, chunk.Spawns[spawnIdx], + w, content, actors, registry); + Assert.NotNull(npc); + Assert.Equal(slot.SpawnX, (int)npc!.Position.X); + Assert.Equal(slot.SpawnY, (int)npc.Position.Y); + Assert.Equal(slot.RoleTag, npc.RoleTag); + Assert.NotEmpty(npc.DisplayName); + Assert.NotEmpty(npc.BiasProfileId); + Assert.True(npc.IsAlive); + } + + [Fact] + public void NamedResident_RegistersInAnchorRegistry() + { + var w = _cache.Get(TestSeed).World; + var content = Content(); + var millhaven = w.Settlements.FirstOrDefault(s => s.Anchor is NarrativeAnchor.Millhaven); + if (millhaven is null) return; // anchor placement varies — skip if absent + + SettlementStamper.EnsureBuildingsResolved(TestSeed, millhaven, content.Settlements); + + var actors = new ActorManager(); + var registry = new AnchorRegistry(); + registry.RegisterAllAnchors(w); + + // Stream every chunk overlapping each Millhaven building. + foreach (var b in millhaven.Buildings) + { + int minCx = (int)Math.Floor(b.MinX / (double)C.TACTICAL_CHUNK_SIZE); + int minCy = (int)Math.Floor(b.MinY / (double)C.TACTICAL_CHUNK_SIZE); + int maxCx = (int)Math.Floor(b.MaxX / (double)C.TACTICAL_CHUNK_SIZE); + int maxCy = (int)Math.Floor(b.MaxY / (double)C.TACTICAL_CHUNK_SIZE); + for (int cy = minCy; cy <= maxCy; cy++) + for (int cx = minCx; cx <= maxCx; cx++) + { + var cc = new ChunkCoord(cx, cy); + var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content.Settlements); + for (int i = 0; i < chunk.Spawns.Count; i++) + { + var s = chunk.Spawns[i]; + if (s.Kind != SpawnKind.Resident) continue; + if (actors.FindNpcBySource(cc, i) is not null) continue; + ResidentInstantiator.Spawn(TestSeed, chunk, i, s, w, content, actors, registry); + } + } + } + + // Anchor entry exists. + Assert.NotNull(registry.ResolveAnchor("anchor:millhaven")); + + // The named innkeeper role must be registered. + var innkeeperId = registry.ResolveRole("role:millhaven.innkeeper"); + Assert.NotNull(innkeeperId); + + var innkeeper = actors.Npcs.First(n => n.Id == innkeeperId.Value); + Assert.Equal("Mara Threadwell", innkeeper.DisplayName); + Assert.Equal("URBAN_PROGRESSIVE", innkeeper.BiasProfileId); + } + + [Fact] + public void GenericResidents_DoNotPolluteAnchorRegistry() + { + // Procedural Tier 2/3 settlements use generic role tags ("innkeeper") + // — those should NOT register as roles (only anchor.role pairs do). + var w = _cache.Get(TestSeed).World; + var content = Content(); + var settlement = w.Settlements.FirstOrDefault( + s => s.Anchor is null && !s.IsPoi && s.Tier is 2 or 3); + if (settlement is null) return; + SettlementStamper.EnsureBuildingsResolved(TestSeed, settlement, content.Settlements); + + var actors = new ActorManager(); + var registry = new AnchorRegistry(); + + foreach (var b in settlement.Buildings) + foreach (var r in b.Residents) + { + int cx = (int)Math.Floor(r.SpawnX / (double)C.TACTICAL_CHUNK_SIZE); + int cy = (int)Math.Floor(r.SpawnY / (double)C.TACTICAL_CHUNK_SIZE); + var cc = new ChunkCoord(cx, cy); + var chunk = TacticalChunkGen.Generate(TestSeed, cc, w, content.Settlements); + for (int i = 0; i < chunk.Spawns.Count; i++) + { + var s = chunk.Spawns[i]; + if (s.Kind != SpawnKind.Resident) continue; + int wx = chunk.OriginX + s.LocalX; + int wy = chunk.OriginY + s.LocalY; + if (wx != r.SpawnX || wy != r.SpawnY) continue; + if (actors.FindNpcBySource(cc, i) is not null) continue; + ResidentInstantiator.Spawn(TestSeed, chunk, i, s, w, content, actors, registry); + } + } + + // No role:* entries should exist for a generic-only settlement. + foreach (var (id, _) in registry.AllRoles) + Assert.DoesNotContain(".", id[..(id.IndexOf(':'))]); // sanity: prefix is "role:" + Assert.True(registry.AllRoles.Count == 0, + $"generic settlement should produce no named role registrations, got {registry.AllRoles.Count}"); + } + + [Fact] + public void ResidentInstantiator_IsDeterministic() + { + var content = Content(); + // Generic role with multiple matching templates picks the same one + // for the same seed/chunk/slot every time. + var first = ResidentInstantiator.ResolveTemplate("village.shopkeeper", content, + worldSeed: 0xCAFEBABEUL, settlementId: 5, buildingId: 2, spawnIndex: 0); + var second = ResidentInstantiator.ResolveTemplate("village.shopkeeper", content, + worldSeed: 0xCAFEBABEUL, settlementId: 5, buildingId: 2, spawnIndex: 0); + Assert.NotNull(first); + Assert.Equal(first!.Id, second!.Id); + } +} diff --git a/Theriapolis.Tests/Tactical/ChunkStreamerTests.cs b/Theriapolis.Tests/Tactical/ChunkStreamerTests.cs new file mode 100644 index 0000000..ebab033 --- /dev/null +++ b/Theriapolis.Tests/Tactical/ChunkStreamerTests.cs @@ -0,0 +1,83 @@ +using Theriapolis.Core; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.Util; +using Xunit; + +namespace Theriapolis.Tests.Tactical; + +/// +/// Streamer-level invariants: caching, eviction, and delta round-trip. +/// +public sealed class ChunkStreamerTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public ChunkStreamerTests(WorldCache c) => _cache = c; + + [Fact] + public void Get_CachesSubsequentCalls() + { + var w = _cache.Get(TestSeed).World; + var streamer = new ChunkStreamer(TestSeed, w, new InMemoryChunkDeltaStore()); + var cc = new ChunkCoord(3, 3); + var first = streamer.Get(cc); + var second = streamer.Get(cc); + Assert.Same(first, second); + } + + [Fact] + public void EnsureLoaded_PopulatesCacheNearPlayer() + { + var w = _cache.Get(TestSeed).World; + var streamer = new ChunkStreamer(TestSeed, w, new InMemoryChunkDeltaStore()); + // Centre on world tile (50, 50) → tactical-pixel (1600, 1600). + var pos = new Vec2(50 * C.WORLD_TILE_PIXELS, 50 * C.WORLD_TILE_PIXELS); + streamer.EnsureLoadedAround(pos, worldTileRadius: C.TACTICAL_WINDOW_WORLD_TILES); + Assert.NotEmpty(streamer.Loaded); + } + + [Fact] + public void DeltaRoundtrip_PreservesTileEdits() + { + var w = _cache.Get(TestSeed).World; + var deltas = new InMemoryChunkDeltaStore(); + var streamer = new ChunkStreamer(TestSeed, w, deltas); + var cc = new ChunkCoord(8, 8); + + var chunk = streamer.Get(cc); + // Pick a known tile, edit it, mark the chunk dirty. + ref var t = ref chunk.Tiles[10, 10]; + var origSurface = t.Surface; + var newSurface = origSurface == TacticalSurface.Cobble ? TacticalSurface.Sand : TacticalSurface.Cobble; + t.Surface = newSurface; + t.Deco = TacticalDeco.None; + chunk.HasDelta = true; + + // Force the streamer above the cache cap so the chunk gets evicted + // (and its delta flushed). Easiest way: load enough other chunks. + for (int i = 0; i < C.CHUNK_CACHE_SOFT_MAX + 2; i++) + streamer.Get(new ChunkCoord(100 + i, 100)); + streamer.EnsureLoadedAround(new Vec2(100 * C.WORLD_TILE_PIXELS, 100 * C.WORLD_TILE_PIXELS), + worldTileRadius: 1); + + // Now reload our edited chunk and verify the delta was reapplied. + var reloaded = streamer.Get(cc); + Assert.Equal(newSurface, reloaded.Tiles[10, 10].Surface); + } + + [Fact] + public void FlushAll_PersistsModifiedChunks() + { + var w = _cache.Get(TestSeed).World; + var deltas = new InMemoryChunkDeltaStore(); + var streamer = new ChunkStreamer(TestSeed, w, deltas); + var cc = new ChunkCoord(2, 2); + var chunk = streamer.Get(cc); + chunk.Tiles[5, 5].Deco = TacticalDeco.Boulder; + chunk.HasDelta = true; + + streamer.FlushAll(); + Assert.NotNull(deltas.Get(cc)); + Assert.NotEmpty(deltas.Get(cc)!.TileMods); + } +} diff --git a/Theriapolis.Tests/Tactical/TacticalChunkDeterminismTests.cs b/Theriapolis.Tests/Tactical/TacticalChunkDeterminismTests.cs new file mode 100644 index 0000000..dd11bc6 --- /dev/null +++ b/Theriapolis.Tests/Tactical/TacticalChunkDeterminismTests.cs @@ -0,0 +1,83 @@ +using Theriapolis.Core; +using Theriapolis.Core.Tactical; +using Xunit; + +namespace Theriapolis.Tests.Tactical; + +/// +/// Phase 4 chunk-determinism contract: +/// • Same (worldSeed, ChunkCoord) twice → byte-identical chunk hash. +/// • Stream cycle: generate → evict → regenerate → identical hash. +/// • Different chunk coords → different hashes (no chunk-coord collision). +/// +public sealed class TacticalChunkDeterminismTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + public TacticalChunkDeterminismTests(WorldCache c) => _cache = c; + + [Theory] + [InlineData(0, 0)] + [InlineData(5, 7)] + [InlineData(20, 30)] + [InlineData(60, 60)] + public void SameChunk_GeneratesIdenticalBytes(int cx, int cy) + { + var w = _cache.Get(TestSeed).World; + var a = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(cx, cy), w); + var b = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(cx, cy), w); + Assert.Equal(a.Hash(), b.Hash()); + } + + [Fact] + public void StreamCycle_RegenerateProducesSameHash() + { + // Use two independent worldgen runs to avoid sharing any cached state + // accidentally — each Generate call is supposed to be a pure function. + var wA = _cache.Get(TestSeed, variant: 0).World; + var wB = _cache.Get(TestSeed, variant: 1).World; + var cc = new ChunkCoord(15, 20); + var first = TacticalChunkGen.Generate(TestSeed, cc, wA); + var second = TacticalChunkGen.Generate(TestSeed, cc, wB); + Assert.Equal(first.Hash(), second.Hash()); + } + + [Fact] + public void DifferentCoords_DifferentHashes() + { + // Pick chunks that overlap a known settlement footprint so we + // guarantee non-trivial content rather than picking edges that may + // both be all-ocean (identical hashes are then a true positive, + // not a determinism bug). + var w = _cache.Get(TestSeed).World; + var s = w.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var anchor = ChunkCoord.ForWorldTile(s.TileX, s.TileY); + var a = TacticalChunkGen.Generate(TestSeed, anchor, w); + var b = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(anchor.X + 4, anchor.Y), w); + var c = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(anchor.X, anchor.Y + 4), w); + Assert.NotEqual(a.Hash(), b.Hash()); + Assert.NotEqual(a.Hash(), c.Hash()); + Assert.NotEqual(b.Hash(), c.Hash()); + } + + [Fact] + public void DifferentSeeds_DifferentHashes() + { + var wA = _cache.Get(TestSeed).World; + var wB = _cache.Get(TestSeed + 1).World; + var sA = wA.Settlements.First(s => !s.IsPoi && s.Tier <= 3); + var anchor = ChunkCoord.ForWorldTile(sA.TileX, sA.TileY); + var a = TacticalChunkGen.Generate(TestSeed, anchor, wA); + var b = TacticalChunkGen.Generate(TestSeed + 1, anchor, wB); + Assert.NotEqual(a.Hash(), b.Hash()); + } + + [Fact] + public void Chunk_HasExpectedDimensions() + { + var w = _cache.Get(TestSeed).World; + var chunk = TacticalChunkGen.Generate(TestSeed, new ChunkCoord(0, 0), w); + Assert.Equal(C.TACTICAL_CHUNK_SIZE, chunk.Tiles.GetLength(0)); + Assert.Equal(C.TACTICAL_CHUNK_SIZE, chunk.Tiles.GetLength(1)); + } +} diff --git a/Theriapolis.Tests/TestHelpers.cs b/Theriapolis.Tests/TestHelpers.cs new file mode 100644 index 0000000..e9a4c74 --- /dev/null +++ b/Theriapolis.Tests/TestHelpers.cs @@ -0,0 +1,32 @@ +namespace Theriapolis.Tests; + +/// Shared test utilities. +internal static class TestHelpers +{ + /// + /// Resolves the Content/Data directory for tests. + /// xUnit runs from the test output directory; the .csproj copies Data/* there. + /// + public static string DataDirectory + { + get + { + // First: "Data" next to the test assembly (copied by .csproj) + string local = Path.Combine(AppContext.BaseDirectory, "Data"); + if (Directory.Exists(local)) return local; + + // Fallback: walk up from the assembly to find Content/Data + string? dir = AppContext.BaseDirectory; + for (int i = 0; i < 7; i++) + { + string candidate = Path.Combine(dir ?? "", "Content", "Data"); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + + throw new DirectoryNotFoundException( + "Cannot locate Content/Data directory. " + + $"Searched from: {AppContext.BaseDirectory}"); + } + } +} diff --git a/Theriapolis.Tests/Theriapolis.Tests.csproj b/Theriapolis.Tests/Theriapolis.Tests.csproj new file mode 100644 index 0000000..d0d1ead --- /dev/null +++ b/Theriapolis.Tests/Theriapolis.Tests.csproj @@ -0,0 +1,28 @@ + + + Library + net8.0 + enable + enable + Theriapolis.Tests + 12 + false + + + + + + runtime; build; native; contentfiles; analyzers; buildtransitive + all + + + + + + + + + + diff --git a/Theriapolis.Tests/WorldCache.cs b/Theriapolis.Tests/WorldCache.cs new file mode 100644 index 0000000..a12c189 --- /dev/null +++ b/Theriapolis.Tests/WorldCache.cs @@ -0,0 +1,53 @@ +using Theriapolis.Core.World.Generation; + +namespace Theriapolis.Tests; + +/// +/// Class-level fixture that memoizes worldgen pipeline runs so multiple tests +/// in the same class (all hitting e.g. seed 0xCAFEBABE) share one expensive run. +/// +/// Each test class gets its own WorldCache via , +/// which keeps cross-class parallelism intact while collapsing within-class duplicate +/// runs. A full pipeline takes ~30s; a test class that previously did 9 runs now does 1. +/// +/// Cache key is (seed, stageThroughIndex, variant): +/// - stageThroughIndex = -1 means RunAll; otherwise RunThrough(ctx, idx). +/// - variant is used by determinism tests that intentionally want TWO independent +/// runs of the same seed to compare: pass variant 0 and variant 1. +/// +public sealed class WorldCache : IDisposable +{ + private readonly Dictionary<(ulong Seed, int Stage, int Variant), WorldGenContext> _cache = new(); + private readonly object _lock = new(); + + /// Full pipeline run for , memoized. + public WorldGenContext Get(ulong seed, int variant = 0) => + GetInternal(seed, stageThroughIndex: -1, variant); + + /// + /// Partial pipeline run through stage index (0-based), memoized. + /// E.g. GetThrough(seed, 9) runs stages 1–10 (HydrologyGen). + /// + public WorldGenContext GetThrough(ulong seed, int stageThroughIndex, int variant = 0) => + GetInternal(seed, stageThroughIndex, variant); + + private WorldGenContext GetInternal(ulong seed, int stageThroughIndex, int variant) + { + var key = (seed, stageThroughIndex, variant); + lock (_lock) + { + if (_cache.TryGetValue(key, out var cached)) return cached; + + var ctx = new WorldGenContext(seed, TestHelpers.DataDirectory); + if (stageThroughIndex < 0) + WorldGenerator.RunAll(ctx); + else + WorldGenerator.RunThrough(ctx, stageThroughIndex); + + _cache[key] = ctx; + return ctx; + } + } + + public void Dispose() => _cache.Clear(); +} diff --git a/Theriapolis.Tests/Worldgen/BiomeCoverageTests.cs b/Theriapolis.Tests/Worldgen/BiomeCoverageTests.cs new file mode 100644 index 0000000..1a4b1de --- /dev/null +++ b/Theriapolis.Tests/Worldgen/BiomeCoverageTests.cs @@ -0,0 +1,75 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Biome coverage sanity checks: +/// - No seed produces a map that is >80% one biome. +/// - Each required non-ocean biome appears in at least 1% of land tiles. +/// +public sealed class BiomeCoverageTests : IClassFixture +{ + private readonly WorldCache _cache; + + public BiomeCoverageTests(WorldCache cache) => _cache = cache; + + private Dictionary CountBiomes(ulong seed) + { + var ctx = _cache.Get(seed); + + var counts = new Dictionary(); + int W = C.WORLD_WIDTH_TILES, H = C.WORLD_HEIGHT_TILES; + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + var b = ctx.World.Tiles[tx, ty].Biome; + counts.TryGetValue(b, out int c); + counts[b] = c + 1; + } + return counts; + } + + [Fact] + public void NoBiomeDominatesMoreThan80Percent() + { + var counts = CountBiomes(0xCAFEBABEUL); + int total = C.WORLD_WIDTH_TILES * C.WORLD_HEIGHT_TILES; + foreach (var (biome, count) in counts) + { + double pct = (double)count / total; + Assert.True(pct < 0.80, + $"Biome {biome} covers {pct:P1} of the map (limit 80%)."); + } + } + + [Fact] + public void RequiredBiomes_AppearInAtLeast1PercentOfLandTiles() + { + var counts = CountBiomes(0xCAFEBABEUL); + int total = C.WORLD_WIDTH_TILES * C.WORLD_HEIGHT_TILES; + int oceanCount = counts.GetValueOrDefault(BiomeId.Ocean); + int landTotal = total - oceanCount; + + // These biomes must all be present and non-trivial + BiomeId[] required = + { + BiomeId.Tundra, + BiomeId.Boreal, + BiomeId.TemperateDeciduous, + BiomeId.TemperateGrassland, + BiomeId.MountainAlpine, + BiomeId.SubtropicalForest, + }; + + foreach (var biome in required) + { + int count = counts.GetValueOrDefault(biome); + double pct = landTotal > 0 ? (double)count / landTotal : 0; + Assert.True(pct >= 0.01, + $"Required biome {biome} covers only {pct:P2} of land tiles (minimum 1%)."); + } + } +} diff --git a/Theriapolis.Tests/Worldgen/BorderOrganicsTests.cs b/Theriapolis.Tests/Worldgen/BorderOrganicsTests.cs new file mode 100644 index 0000000..ff66be7 --- /dev/null +++ b/Theriapolis.Tests/Worldgen/BorderOrganicsTests.cs @@ -0,0 +1,50 @@ +using Theriapolis.Core.World.Generation; +using Theriapolis.Core.World.Generation.Stages; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Addendum A §1: the coastline must have organic noise-based shape across a +/// range of seeds after the BorderDistortionGen stage runs. +/// +/// The validator counts maximal runs of consecutive border tiles in four line +/// orientations (horizontal, vertical, both diagonals). Any run longer than +/// tiles is a +/// violation — this catches both axis-aligned and diagonal ruler-straight +/// coasts, which the previous cardinal-only 3-run detector missed. +/// +public sealed class BorderOrganicsTests : IClassFixture +{ + private readonly WorldCache _cache; + + public BorderOrganicsTests(WorldCache cache) => _cache = cache; + + private int ViolationsForSeed(ulong seed) + { + var ctx = _cache.Get(seed); + return BorderDistortionGenStage.CountStraightViolations(ctx); + } + + [Fact] + public void Seed_CAFEBABE_HasZeroStraightViolations() + { + Assert.Equal(0, ViolationsForSeed(0xCAFEBABEUL)); + } + + [Theory] + [InlineData(1UL)] + [InlineData(42UL)] + [InlineData(999UL)] + [InlineData(0xDEAD_BEEFUL)] + [InlineData(0x1234_5678UL)] + [InlineData(0xABCD_EF01UL)] + [InlineData(7777777UL)] + [InlineData(0xFF00_FF00UL)] + [InlineData(314159265UL)] + [InlineData(271828182UL)] + public void TenSeeds_HaveZeroStraightViolations(ulong seed) + { + Assert.Equal(0, ViolationsForSeed(seed)); + } +} diff --git a/Theriapolis.Tests/Worldgen/DangerZoneTests.cs b/Theriapolis.Tests/Worldgen/DangerZoneTests.cs new file mode 100644 index 0000000..f46e446 --- /dev/null +++ b/Theriapolis.Tests/Worldgen/DangerZoneTests.cs @@ -0,0 +1,57 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// DangerZone outputs depend on a fully-generated WorldState; this fixture +/// uses to amortize the ~30 s pipeline run across +/// the file. Verifies the formula: zones increase with distance from the +/// player-start tier-1 settlement and from roads/settlements. +/// +public sealed class DangerZoneTests : IClassFixture +{ + private readonly WorldCache _cache; + public DangerZoneTests(WorldCache cache) { _cache = cache; } + + [Fact] + public void Compute_StaysWithinClampedRange() + { + var ctx = _cache.Get(seed: 0xCAFEBABEUL); + for (int i = 0; i < 200; i++) + { + int x = (i * 37) % C.WORLD_WIDTH_TILES; + int y = (i * 113) % C.WORLD_HEIGHT_TILES; + int z = DangerZone.Compute(x, y, ctx.World); + Assert.InRange(z, C.DANGER_ZONE_MIN, C.DANGER_ZONE_MAX); + } + } + + [Fact] + public void Compute_StartTileIsZeroOrLow() + { + var ctx = _cache.Get(seed: 0xCAFEBABEUL); + var (sx, sy) = DangerZone.ResolveStartTile(ctx.World); + int z = DangerZone.Compute(sx, sy, ctx.World); + // Player-start should be a low-zone area (zone 0 or 1 at most after + // biome bonus). Bovid-cities land in grasslands; if the start lands + // in mountainous biome the bonus pushes us to 1. + Assert.True(z <= 2, $"Player-start zone unexpectedly high: {z}"); + } + + [Fact] + public void Compute_FarFromStartIsHigherZone() + { + var ctx = _cache.Get(seed: 0xCAFEBABEUL); + var (sx, sy) = DangerZone.ResolveStartTile(ctx.World); + + int nearZone = DangerZone.Compute(sx, sy, ctx.World); + // 100 tiles is 2 zones' worth at C.DANGER_DIST_FROM_START_PER_ZONE = 50. + int farX = System.Math.Min(C.WORLD_WIDTH_TILES - 1, sx + 100); + int farY = System.Math.Min(C.WORLD_HEIGHT_TILES - 1, sy + 100); + int farZone = DangerZone.Compute(farX, farY, ctx.World); + Assert.True(farZone > nearZone, + $"Far tile zone ({farZone}) should be > near tile zone ({nearZone})"); + } +} diff --git a/Theriapolis.Tests/Worldgen/HydrologyTests.cs b/Theriapolis.Tests/Worldgen/HydrologyTests.cs new file mode 100644 index 0000000..8b907ab --- /dev/null +++ b/Theriapolis.Tests/Worldgen/HydrologyTests.cs @@ -0,0 +1,104 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Theriapolis.Core.World.Polylines; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Hydrology correctness: rivers must be generated, endpoints must reach water. +/// +public sealed class HydrologyTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + + // HydrologyGen is stage 10 → 0-based index 9 (fast-path for hydrology-only tests). + private const int HydrologyStageIndex = 9; + + private readonly WorldCache _cache; + + public HydrologyTests(WorldCache cache) => _cache = cache; + + [Fact] + public void Pipeline_GeneratesAtLeastOneRiver() + { + var ctx = _cache.GetThrough(TestSeed, HydrologyStageIndex); + Assert.NotEmpty(ctx.World.Rivers); + } + + [Fact] + public void AllRivers_HaveAtLeastTwoPoints() + { + var ctx = _cache.GetThrough(TestSeed, HydrologyStageIndex); + foreach (var river in ctx.World.Rivers) + Assert.True(river.Points.Count >= 2, + $"River {river.Id} has fewer than 2 points"); + } + + [Fact] + public void RiverPolylines_AreInWorldPixelSpace() + { + var ctx = _cache.GetThrough(TestSeed, HydrologyStageIndex); + float maxCoord = C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS; + foreach (var river in ctx.World.Rivers) + foreach (var pt in river.Points) + { + Assert.True(pt.X >= 0 && pt.X <= maxCoord, + $"River {river.Id} point X={pt.X} out of world-pixel range"); + Assert.True(pt.Y >= 0 && pt.Y <= maxCoord, + $"River {river.Id} point Y={pt.Y} out of world-pixel range"); + } + } + + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0x12345678UL)] + [InlineData(0xDEADBEEFUL)] + public void RiverEndpoints_DrainToWaterOrWorldEdge(ulong seed) + { + var ctx = _cache.GetThrough(seed, HydrologyStageIndex); + var world = ctx.World; + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + + int nonDrainingCount = 0; + foreach (var river in world.Rivers) + { + if (river.Points.Count < 2) continue; + var last = river.Points[^1]; + int lx = Math.Clamp((int)(last.X / C.WORLD_TILE_PIXELS), 0, W - 1); + int ly = Math.Clamp((int)(last.Y / C.WORLD_TILE_PIXELS), 0, H - 1); + + var biome = world.Tiles[lx, ly].Biome; + bool atWater = biome == BiomeId.Ocean || biome == BiomeId.Wetland || + (world.Tiles[lx, ly].Features & FeatureFlags.HasRiver) != 0; + bool atEdge = lx == 0 || ly == 0 || lx == W - 1 || ly == H - 1; + + if (!atWater && !atEdge) + nonDrainingCount++; + } + + // Allow up to 10% non-draining rivers (noise from complex terrain) + double failRate = world.Rivers.Count > 0 + ? (double)nonDrainingCount / world.Rivers.Count + : 0.0; + Assert.True(failRate <= 0.10, + $"Seed {seed:X}: {nonDrainingCount}/{world.Rivers.Count} rivers do not drain to water ({failRate:P0})"); + } + + [Fact] + public void EncounterDensityMap_IsPopulated() + { + var ctx = _cache.Get(TestSeed); + Assert.NotNull(ctx.World.EncounterDensity); + + float sum = 0; + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + sum += ctx.World.EncounterDensity![x, y]; + Assert.True(sum > 0, "EncounterDensity map is all zeros"); + } +} diff --git a/Theriapolis.Tests/Worldgen/LinearFeatureTests.cs b/Theriapolis.Tests/Worldgen/LinearFeatureTests.cs new file mode 100644 index 0000000..6ab30db --- /dev/null +++ b/Theriapolis.Tests/Worldgen/LinearFeatureTests.cs @@ -0,0 +1,101 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Linear feature exclusion (Addendum A §2): no parallel river+rail or rail+road +/// on the same non-settlement tile. Road+river is allowed — it represents a +/// bridge crossing (see ValidationPassStage.CheckLinearExclusion). +/// +public sealed class LinearFeatureTests : IClassFixture +{ + private readonly WorldCache _cache; + + public LinearFeatureTests(WorldCache cache) => _cache = cache; + + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0x11223344UL)] + [InlineData(0xDEADBEEFUL)] + [InlineData(0xFEEDFACEUL)] + [InlineData(0xABCDEF00UL)] + [InlineData(0x00112233UL)] + [InlineData(0x99AABBCCUL)] + [InlineData(0x12345678UL)] + [InlineData(0x87654321UL)] + [InlineData(0x0DEADC0DUL)] + public void NoParallelLinearFeatures_OnNonSettlementTiles(ulong seed) + { + var ctx = _cache.Get(seed); + var world = ctx.World; + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + + int violations = 0; + for (int y = 0; y < H; y++) + for (int x = 0; x < W; x++) + { + ref var tile = ref world.TileAt(x, y); + if ((tile.Features & FeatureFlags.IsSettlement) != 0) continue; + + bool hasRiver = (tile.Features & FeatureFlags.HasRiver) != 0; + bool hasRail = (tile.Features & FeatureFlags.HasRail) != 0; + bool hasRoad = (tile.Features & FeatureFlags.HasRoad) != 0; + + // River + Rail parallel + if (hasRiver && hasRail && + tile.RiverFlowDir != Theriapolis.Core.Util.Dir.None && + tile.RailDir != Theriapolis.Core.Util.Dir.None && + Theriapolis.Core.Util.Dir.IsParallel(tile.RiverFlowDir, tile.RailDir)) + violations++; + + // Rail + Road (always a violation outside settlements) + if (hasRail && hasRoad) + violations++; + } + + Assert.Equal(0, violations); + } + + [Fact] + public void RoadNetwork_HasAtLeastOneRoad() + { + var ctx = _cache.Get(0xCAFEBABEUL); + Assert.NotEmpty(ctx.World.Roads); + } + + [Fact] + public void RailNetwork_HasAtLeastOneRailLine() + { + if (!C.ENABLE_RAIL) return; // rail subsystem disabled; nothing to assert + var ctx = _cache.Get(0xCAFEBABEUL); + Assert.NotEmpty(ctx.World.Rails); + } + + [Fact] + public void Roads_AreInWorldPixelSpace() + { + var ctx = _cache.Get(0xCAFEBABEUL); + float maxCoord = C.WORLD_WIDTH_TILES * C.WORLD_TILE_PIXELS; + foreach (var road in ctx.World.Roads) + foreach (var pt in road.Points) + { + Assert.InRange(pt.X, 0f, maxCoord); + Assert.InRange(pt.Y, 0f, maxCoord); + } + } + + [Fact] + public void ValidationPassHash_RecordsZeroViolations() + { + var ctx = _cache.Get(0xCAFEBABEUL); + if (!ctx.World.StageHashes.TryGetValue("ValidationPass", out ulong vhash)) + return; // stage didn't record hash — skip + + int violations = (int)(vhash / 1000); + Assert.Equal(0, violations); + } +} diff --git a/Theriapolis.Tests/Worldgen/MacroConstraintTests.cs b/Theriapolis.Tests/Worldgen/MacroConstraintTests.cs new file mode 100644 index 0000000..40155f3 --- /dev/null +++ b/Theriapolis.Tests/Worldgen/MacroConstraintTests.cs @@ -0,0 +1,107 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Macro-template elevation and moisture constraints must hold after generation. +/// Tests from the Phase 1 acceptance criteria. +/// +public sealed class MacroConstraintTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + + public MacroConstraintTests(WorldCache cache) => _cache = cache; + + [Fact] + public void Mountain_Cells_HaveElevation_AboveFloor() + { + var ctx = _cache.Get(TestSeed); + int W = C.WORLD_WIDTH_TILES, H = C.WORLD_HEIGHT_TILES; + int violations = 0; + + for (int ty = 0; ty < H; ty += 4) + for (int tx = 0; tx < W; tx += 4) + { + ref var tile = ref ctx.World.TileAt(tx, ty); + var cell = ctx.World.MacroCellForTile(tile); + // Skip ocean tiles — they're forced below sea level regardless of macro constraint + if (tile.Biome == BiomeId.Ocean) continue; + if (cell.BiomeType.Contains("mountain", StringComparison.OrdinalIgnoreCase)) + { + if (tile.Elevation < cell.ElevationFloor - 0.05f) // 5% tolerance for blending + violations++; + } + } + Assert.Equal(0, violations); + } + + [Fact] + public void Grassland_Cells_HaveElevation_BelowCeiling() + { + var ctx = _cache.Get(TestSeed); + int W = C.WORLD_WIDTH_TILES, H = C.WORLD_HEIGHT_TILES; + int violations = 0; + + for (int ty = 0; ty < H; ty += 4) + for (int tx = 0; tx < W; tx += 4) + { + ref var tile = ref ctx.World.TileAt(tx, ty); + if (tile.Biome == BiomeId.Ocean) continue; + var cell = ctx.World.MacroCellForTile(tile); + if (cell.BiomeType.Contains("grassland", StringComparison.OrdinalIgnoreCase)) + { + if (tile.Elevation > cell.ElevationCeiling + 0.05f) + violations++; + } + } + Assert.Equal(0, violations); + } + + [Fact] + public void Tundra_Cells_HaveMoisture_BelowCeiling() + { + var ctx = _cache.Get(TestSeed); + int W = C.WORLD_WIDTH_TILES, H = C.WORLD_HEIGHT_TILES; + int violations = 0; + + for (int ty = 0; ty < H; ty += 4) + for (int tx = 0; tx < W; tx += 4) + { + ref var tile = ref ctx.World.TileAt(tx, ty); + if (tile.Biome == BiomeId.Ocean) continue; + var cell = ctx.World.MacroCellForTile(tile); + if (cell.BiomeType.Contains("tundra", StringComparison.OrdinalIgnoreCase)) + { + if (tile.Moisture > cell.MoistureCeiling + 0.05f) + violations++; + } + } + Assert.Equal(0, violations); + } + + [Fact] + public void Subtropical_Cells_HaveMoisture_AboveFloor() + { + var ctx = _cache.Get(TestSeed); + int W = C.WORLD_WIDTH_TILES, H = C.WORLD_HEIGHT_TILES; + int violations = 0; + + for (int ty = 0; ty < H; ty += 4) + for (int tx = 0; tx < W; tx += 4) + { + ref var tile = ref ctx.World.TileAt(tx, ty); + if (tile.Biome == BiomeId.Ocean) continue; + var cell = ctx.World.MacroCellForTile(tile); + if (cell.BiomeType.Contains("subtropical", StringComparison.OrdinalIgnoreCase)) + { + if (tile.Moisture < cell.MoistureFloor - 0.05f) + violations++; + } + } + Assert.Equal(0, violations); + } +} diff --git a/Theriapolis.Tests/Worldgen/RoadConnectivityTests.cs b/Theriapolis.Tests/Worldgen/RoadConnectivityTests.cs new file mode 100644 index 0000000..bbc3e3f --- /dev/null +++ b/Theriapolis.Tests/Worldgen/RoadConnectivityTests.cs @@ -0,0 +1,276 @@ +using Theriapolis.Core; +using Theriapolis.Core.Util; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Polylines; +using Xunit; +using Xunit.Abstractions; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Road network connectivity tests: +/// 1. Every non-POI settlement has a road endpoint within reach. +/// 2. Every bridge has road geometry on both sides (not truncated). +/// 3. No duplicate road polylines connect the same settlement pair. +/// +public sealed class RoadConnectivityTests : IClassFixture +{ + private readonly WorldCache _cache; + private readonly ITestOutputHelper _out; + + public RoadConnectivityTests(WorldCache cache, ITestOutputHelper output) + { + _cache = cache; + _out = output; + } + + // ── 1. Settlement connectivity ─────────────────────────────────────────── + + /// + /// Every non-POI settlement must have at least one road polyline endpoint + /// within 2 tiles of its center. This catches settlements that are + /// topologically in the network but have no visible road reaching them. + /// + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0xDEADBEEFUL)] + [InlineData(0x12345678UL)] + public void AllSettlements_HaveRoadEndpointNearby(ulong seed) + { + var ctx = _cache.Get(seed); + var world = ctx.World; + float maxDist = C.WORLD_TILE_PIXELS * 2.5f; // 2.5 tiles + float maxDistSq = maxDist * maxDist; + + var disconnected = new List(); + + foreach (var settle in world.Settlements) + { + if (settle.IsPoi) continue; + + var center = new Vec2(settle.WorldPixelX, settle.WorldPixelY); + bool found = false; + + foreach (var road in world.Roads) + { + if (road.Points.Count < 2) continue; + if (Vec2.DistSq(road.Points[0], center) < maxDistSq || + Vec2.DistSq(road.Points[^1], center) < maxDistSq) + { + found = true; + break; + } + } + + if (!found) + { + // Find closest endpoint for diagnostic output + float bestDist = float.MaxValue; + foreach (var road in world.Roads) + { + if (road.Points.Count < 2) continue; + bestDist = MathF.Min(bestDist, Vec2.Dist(road.Points[0], center)); + bestDist = MathF.Min(bestDist, Vec2.Dist(road.Points[^1], center)); + } + + disconnected.Add( + $" {settle.Name ?? "?"} (Tier {settle.Tier}, tile {settle.TileX},{settle.TileY}) " + + $"— nearest endpoint {bestDist:F0}px away ({bestDist / C.WORLD_TILE_PIXELS:F1} tiles)"); + } + } + + if (disconnected.Count > 0) + { + _out.WriteLine($"Disconnected settlements ({disconnected.Count}):"); + foreach (var line in disconnected) _out.WriteLine(line); + } + + Assert.Empty(disconnected); + } + + // ── 2. Bridge–road continuity ──────────────────────────────────────────── + + /// + /// Every bridge must reference a valid road, and the road must have enough + /// geometry to visually support the bridge (not just 1-2 segments total). + /// Bridges at road polyline termini are acceptable — the "other side" is + /// covered by a different polyline from SplitByExistingFeature. + /// + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0xDEADBEEFUL)] + [InlineData(0x12345678UL)] + public void AllBridges_ReferenceValidRoads(ulong seed) + { + var ctx = _cache.Get(seed); + var world = ctx.World; + + // Index roads by Id for fast lookup + var roadsById = new Dictionary(); + foreach (var road in world.Roads) + roadsById.TryAdd(road.Id, road); + + var broken = new List(); + + foreach (var bridge in world.Bridges) + { + if (!roadsById.TryGetValue(bridge.RoadId, out var road)) + { + broken.Add($" Bridge at ({bridge.WorldPixelX:F0},{bridge.WorldPixelY:F0}) references missing road Id={bridge.RoadId}"); + continue; + } + + // A road with < 5 segments is too short to meaningfully support a + // bridge — the deck would be the entire road. + if (road.Points.Count < 5) + { + broken.Add( + $" Bridge at ({bridge.WorldPixelX:F0},{bridge.WorldPixelY:F0}) on road {road.Id} " + + $"({road.RoadClassification}) — road only has {road.Points.Count} points"); + } + } + + if (broken.Count > 0) + { + _out.WriteLine($"Invalid bridges ({broken.Count}/{world.Bridges.Count}):"); + foreach (var line in broken) _out.WriteLine(line); + } + + Assert.Empty(broken); + } + + // ── 3. No geometrically redundant roads ───────────────────────────────── + + /// + /// When multiple road polylines connect the same settlement pair (expected + /// from SplitByExistingFeature), they should cover DIFFERENT geographic + /// stretches. If two same-pair polylines have endpoints close to each other, + /// they're geometrically redundant — one should have been merged or subsumed + /// during cleanup. + /// + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0xDEADBEEFUL)] + [InlineData(0x12345678UL)] + public void NoDuplicateRoads_BetweenSameSettlementPair(ulong seed) + { + var ctx = _cache.Get(seed); + var world = ctx.World; + float overlapDist = C.POLYLINE_MERGE_DIST; // 80px — if endpoints are this close, they overlap + float overlapDistSq = overlapDist * overlapDist; + + // Group roads by their unordered settlement pair + classification + var groups = new Dictionary<(int, int, RoadType), List>(); + foreach (var road in world.Roads) + { + if (road.FromSettlementId < 0 || road.ToSettlementId < 0) continue; + int a = Math.Min(road.FromSettlementId, road.ToSettlementId); + int b = Math.Max(road.FromSettlementId, road.ToSettlementId); + var key = (a, b, road.RoadClassification); + + if (!groups.TryGetValue(key, out var list)) + groups[key] = list = new List(); + list.Add(road); + } + + var duplicates = new List(); + foreach (var (key, roads) in groups) + { + if (roads.Count < 2) continue; + + // Check every pair for geometric overlap. + // Skip consecutive-ID pairs: those are split segments from a single + // A* edge (SplitByExistingFeature), not duplicate routes. They share + // a junction endpoint by design. + for (int i = 0; i < roads.Count; i++) + for (int j = i + 1; j < roads.Count; j++) + { + // Consecutive IDs come from the same edge's split — not redundant + if (Math.Abs(roads[i].Id - roads[j].Id) == 1) continue; + + var ptsA = roads[i].Points; + var ptsB = roads[j].Points; + if (ptsA.Count < 2 || ptsB.Count < 2) continue; + + // Check if A's start is near any of B's endpoints AND + // A's end is near any of B's endpoints. + bool startOverlap = + Vec2.DistSq(ptsA[0], ptsB[0]) < overlapDistSq || + Vec2.DistSq(ptsA[0], ptsB[^1]) < overlapDistSq; + bool endOverlap = + Vec2.DistSq(ptsA[^1], ptsB[0]) < overlapDistSq || + Vec2.DistSq(ptsA[^1], ptsB[^1]) < overlapDistSq; + + if (startOverlap && endOverlap) + { + var settleA = world.Settlements.FirstOrDefault(s => s.Id == key.Item1); + var settleB = world.Settlements.FirstOrDefault(s => s.Id == key.Item2); + duplicates.Add( + $" {settleA?.Name ?? $"#{key.Item1}"} <-> {settleB?.Name ?? $"#{key.Item2}"}: " + + $"{key.Item3} ids {roads[i].Id} & {roads[j].Id} " + + $"({ptsA.Count} pts vs {ptsB.Count} pts, endpoints within {overlapDist:F0}px)"); + } + } + } + + if (duplicates.Count > 0) + { + _out.WriteLine($"Geometrically redundant road pairs ({duplicates.Count}):"); + foreach (var line in duplicates) _out.WriteLine(line); + } + + Assert.Empty(duplicates); + } + + // ── 4. Road segments near settlements aren't excessively fanning ───────── + + /// + /// At each settlement, count the number of distinct road polyline endpoints + /// within 3 tiles. Settlements shouldn't have more road endpoints than their + /// degree in the MST + shortcuts would produce. A reasonable upper bound is + /// 12 for any single settlement (even a capital in a dense network). + /// + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0xDEADBEEFUL)] + [InlineData(0x12345678UL)] + public void NoSettlement_HasExcessiveRoadFanout(ulong seed) + { + var ctx = _cache.Get(seed); + var world = ctx.World; + float radiusSq = (C.WORLD_TILE_PIXELS * 3f) * (C.WORLD_TILE_PIXELS * 3f); + const int maxEndpoints = 12; + + var excessive = new List(); + + foreach (var settle in world.Settlements) + { + if (settle.IsPoi) continue; + + var center = new Vec2(settle.WorldPixelX, settle.WorldPixelY); + int endpointCount = 0; + + foreach (var road in world.Roads) + { + if (road.Points.Count < 2) continue; + if (Vec2.DistSq(road.Points[0], center) < radiusSq) endpointCount++; + if (Vec2.DistSq(road.Points[^1], center) < radiusSq) endpointCount++; + } + + if (endpointCount > maxEndpoints) + { + excessive.Add( + $" {settle.Name ?? "?"} (Tier {settle.Tier}, tile {settle.TileX},{settle.TileY}) " + + $"— {endpointCount} road endpoints within 3 tiles"); + } + } + + if (excessive.Count > 0) + { + _out.WriteLine($"Settlements with excessive fan-out ({excessive.Count}):"); + foreach (var line in excessive) _out.WriteLine(line); + } + + Assert.Empty(excessive); + } +} diff --git a/Theriapolis.Tests/Worldgen/SettlementTests.cs b/Theriapolis.Tests/Worldgen/SettlementTests.cs new file mode 100644 index 0000000..d81d90a --- /dev/null +++ b/Theriapolis.Tests/Worldgen/SettlementTests.cs @@ -0,0 +1,172 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Xunit; + +namespace Theriapolis.Tests.Worldgen; + +/// +/// Settlement placement correctness: narrative anchors, tier counts, distances, +/// reachability, and no overlaps. +/// +public sealed class SettlementTests : IClassFixture +{ + private const ulong TestSeed = 0xCAFEBABEUL; + private readonly WorldCache _cache; + + public SettlementTests(WorldCache cache) => _cache = cache; + + // ── Narrative anchors ───────────────────────────────────────────────────── + + [Fact] + public void SanctumFidelis_IsPresent() + { + var ctx = _cache.Get(TestSeed); + var capital = ctx.World.Settlements + .FirstOrDefault(s => s.Anchor == NarrativeAnchor.SanctumFidelis); + Assert.NotNull(capital); + Assert.Equal(1, capital!.Tier); + } + + [Fact] + public void AllNarrativeAnchors_ArePlaced() + { + var ctx = _cache.Get(TestSeed); + var anchors = ctx.World.Settlements + .Where(s => s.Anchor.HasValue) + .Select(s => s.Anchor!.Value) + .ToHashSet(); + + foreach (NarrativeAnchor anchor in Enum.GetValues()) + Assert.Contains(anchor, anchors); + } + + [Theory] + [InlineData(0xCAFEBABEUL)] + [InlineData(0x11111111UL)] + [InlineData(0x99887766UL)] + [InlineData(0xABCDEF01UL)] + [InlineData(0x00000042UL)] + public void NarrativeAnchors_PlacedAcrossMultipleSeeds(ulong seed) + { + var ctx = _cache.Get(seed); + var capital = ctx.World.Settlements + .FirstOrDefault(s => s.Anchor == NarrativeAnchor.SanctumFidelis); + Assert.NotNull(capital); + } + + // ── Tier counts ─────────────────────────────────────────────────────────── + + [Fact] + public void TierCounts_MeetMinimums() + { + var ctx = _cache.Get(TestSeed); + var ss = ctx.World.Settlements.Where(s => !s.IsPoi).ToList(); + + int tier1 = ss.Count(s => s.Tier == 1); + int tier2 = ss.Count(s => s.Tier == 2); + int tier3 = ss.Count(s => s.Tier == 3); + int tier4 = ss.Count(s => s.Tier == 4); + + Assert.Equal(1, tier1); // exactly one capital + Assert.InRange(tier2, C.SETTLE_TIER2_MIN, C.SETTLE_TIER2_MAX); + Assert.InRange(tier3, C.SETTLE_TIER3_MIN, C.SETTLE_TIER3_MAX); + Assert.True(tier4 >= C.SETTLE_TIER4_MIN, + $"Only {tier4} tier-4 settlements, need at least {C.SETTLE_TIER4_MIN}"); + } + + [Fact] + public void PoICount_MeetsMinimum() + { + var ctx = _cache.Get(TestSeed); + int pois = ctx.World.Settlements.Count(s => s.IsPoi); + Assert.True(pois >= C.SETTLE_TIER5_MIN, + $"Only {pois} PoIs, need at least {C.SETTLE_TIER5_MIN}"); + } + + // ── No overlapping settlements ───────────────────────────────────────────── + + [Fact] + public void NoSettlements_ShareTheSameTile() + { + var ctx = _cache.Get(TestSeed); + var positions = new HashSet<(int, int)>(); + foreach (var s in ctx.World.Settlements) + { + bool added = positions.Add((s.TileX, s.TileY)); + Assert.True(added, + $"Two settlements share tile ({s.TileX},{s.TileY})"); + } + } + + // ── Minimum separation ───────────────────────────────────────────────────── + + [Fact] + public void Tier1And2Settlements_MeetMinimumDistance() + { + var ctx = _cache.Get(TestSeed); + var high = ctx.World.Settlements.Where(s => s.Tier <= 2 && !s.IsPoi).ToList(); + int minSq = C.SETTLE_MIN_DIST_TIER2 * C.SETTLE_MIN_DIST_TIER2; + + for (int i = 0; i < high.Count; i++) + for (int j = i + 1; j < high.Count; j++) + { + int dx = high[i].TileX - high[j].TileX; + int dy = high[i].TileY - high[j].TileY; + Assert.True(dx * dx + dy * dy >= minSq, + $"{high[i].Name} and {high[j].Name} are too close ({Math.Sqrt(dx*dx+dy*dy):F0} tiles, min {C.SETTLE_MIN_DIST_TIER2})"); + } + } + + // ── Settlement attributes ───────────────────────────────────────────────── + + [Fact] + public void AllSettlements_HaveNames() + { + var ctx = _cache.Get(TestSeed); + foreach (var s in ctx.World.Settlements.Where(s => !s.IsPoi)) + Assert.False(string.IsNullOrWhiteSpace(s.Name), + $"Settlement at ({s.TileX},{s.TileY}) Tier {s.Tier} has no name"); + } + + [Fact] + public void AllSettlements_HaveValidTileCoordinates() + { + var ctx = _cache.Get(TestSeed); + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + foreach (var s in ctx.World.Settlements) + { + Assert.InRange(s.TileX, 0, W - 1); + Assert.InRange(s.TileY, 0, H - 1); + } + } + + [Fact] + public void NoSettlement_PlacedOnOcean() + { + var ctx = _cache.Get(TestSeed); + foreach (var s in ctx.World.Settlements) + { + var biome = ctx.World.Tiles[s.TileX, s.TileY].Biome; + Assert.NotEqual(BiomeId.Ocean, biome); + } + } + + // ── Faction influence ───────────────────────────────────────────────────── + + [Fact] + public void FactionInfluence_IsComputed() + { + var ctx = _cache.Get(TestSeed); + Assert.NotNull(ctx.World.FactionInfluence); + + // Capital area should have high Enforcer influence + var capital = ctx.World.Settlements + .First(s => s.Anchor == NarrativeAnchor.SanctumFidelis); + float enforcer = ctx.World.FactionInfluence! + .Get((int)FactionId.CovenantEnforcers, capital.TileX, capital.TileY); + Assert.True(enforcer > 0.5f, + $"Enforcer influence at capital is only {enforcer:F3}"); + } +} diff --git a/Theriapolis.Tools/Commands/CharacterRoll.cs b/Theriapolis.Tools/Commands/CharacterRoll.cs new file mode 100644 index 0000000..a9b56b6 --- /dev/null +++ b/Theriapolis.Tools/Commands/CharacterRoll.cs @@ -0,0 +1,191 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Stats; + +namespace Theriapolis.Tools.Commands; + +/// +/// Headless character builder. Useful for verifying CharacterBuilder +/// determinism, dumping a representative stat block, or scripted balance +/// sweeps in CI. +/// +/// Usage: +/// dotnet run --project Theriapolis.Tools -- character-roll \ +/// --seed 12345 \ +/// --clade canidae --species wolf \ +/// --class fangsworn --background pack_raised \ +/// --name "Grev" \ +/// [--data-dir ./Content/Data] \ +/// [--roll] (use 4d6-drop-lowest instead of Standard Array) +/// [--ms-override 1000] (fix the rolling seed for reproducibility) +/// [--level N] (Phase 7 M0 — apply N-1 level-ups deterministically; +/// picks the first subclass at L3 and assigns ASI to +/// CON each ASI level for predictable balance testing) +/// +public static class CharacterRoll +{ + public static int Run(string[] args) + { + ulong seed = 12345UL; + string dataDir = "./Content/Data"; + string cladeId = "canidae"; + string speciesId = "wolf"; + string classId = "fangsworn"; + string bgId = "pack_raised"; + string name = "Wanderer"; + bool roll = false; + ulong msOverride = 0; + bool msOverrideSet = false; + int targetLevel = 1; + + for (int i = 0; i < args.Length; i++) + { + switch (args[i]) + { + case "--seed": seed = ulong.Parse(args[++i]); break; + case "--data-dir": dataDir = args[++i]; break; + case "--clade": cladeId = args[++i]; break; + case "--species": speciesId= args[++i]; break; + case "--class": classId = args[++i]; break; + case "--background": bgId = args[++i]; break; + case "--name": name = args[++i]; break; + case "--roll": roll = true; break; + case "--ms-override": msOverride = ulong.Parse(args[++i]); msOverrideSet = true; break; + case "--level": targetLevel = int.Parse(args[++i]); break; + } + } + if (targetLevel < 1 || targetLevel > Theriapolis.Core.C.CHARACTER_LEVEL_MAX) + { + Console.Error.WriteLine($"--level must be in [1, {Theriapolis.Core.C.CHARACTER_LEVEL_MAX}]"); + return 1; + } + + var loader = new ContentLoader(dataDir); + var content = new ContentResolver(loader); + + if (!content.Clades.TryGetValue(cladeId, out var clade)) + { Console.Error.WriteLine($"Unknown clade: {cladeId}"); return 1; } + if (!content.Species.TryGetValue(speciesId, out var species)) + { Console.Error.WriteLine($"Unknown species: {speciesId}"); return 1; } + if (!content.Classes.TryGetValue(classId, out var classDef)) + { Console.Error.WriteLine($"Unknown class: {classId}"); return 1; } + if (!content.Backgrounds.TryGetValue(bgId, out var bg)) + { Console.Error.WriteLine($"Unknown background: {bgId}"); return 1; } + + // Stats + AbilityScores baseAbilities; + if (roll) + { + ulong msArg = msOverrideSet ? msOverride : (ulong)Environment.TickCount64; + baseAbilities = CharacterBuilder.RollAbilityScores(seed, msArg); + } + else + { + // Standard Array assigned by class priority (matches CharacterCreationScreen default). + int[] values = (int[])AbilityScores.StandardArray.Clone(); + Array.Sort(values, (a, b) => b - a); + baseAbilities = AssignByClassPriority(classDef, values); + } + + var b = new CharacterBuilder + { + Clade = clade, + Species = species, + ClassDef = classDef, + Background = bg, + BaseAbilities = baseAbilities, + Name = name, + }; + // Auto-pick first N skills + int n = classDef.SkillsChoose; + foreach (var raw in classDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + + if (!b.Validate(out var error)) + { + Console.Error.WriteLine($"Validation failed: {error}"); + return 1; + } + + var c = b.Build(content.Items); + + // Phase 7 M0 — apply N-1 level-ups deterministically. The seed for + // each level mirrors the Phase 6.5 contract: + // levelUpSeed = worldSeed ^ msOverride ^ RNG_LEVELUP ^ targetLevel + // We default subclass to the class's first declared subclass and + // ASIs to a +2-CON bias for predictable HP scaling — this is balance- + // sweep mode, not playthrough mode. Players in-game pick their own. + ulong msForLevelup = msOverrideSet ? msOverride : 0UL; + for (int lv = 2; lv <= targetLevel; lv++) + { + ulong levelSeed = seed ^ msForLevelup ^ Theriapolis.Core.C.RNG_LEVELUP ^ (ulong)lv; + var result = Theriapolis.Core.Rules.Character.LevelUpFlow.Compute( + c, lv, levelSeed, + takeAverage: true, + subclasses: content.Subclasses); + var choices = new Theriapolis.Core.Rules.Character.LevelUpChoices + { + TakeAverageHp = true, + SubclassId = result.GrantsSubclassChoice && classDef.SubclassIds.Length > 0 + ? classDef.SubclassIds[0] + : null, + }; + if (result.GrantsAsiChoice) + { + choices.AsiAdjustments[Theriapolis.Core.Rules.Stats.AbilityId.CON] = 2; + } + c.ApplyLevelUp(result, choices); + } + + PrintCharacter(c, name); + return 0; + } + + private static AbilityScores AssignByClassPriority(ClassDef classDef, int[] sortedDescValues) + { + var primary = classDef.PrimaryAbility ?? Array.Empty(); + var order = new List(); + foreach (var p in primary) order.Add(p.ToUpperInvariant()); + foreach (var a in new[] { "CON", "DEX", "STR", "WIS", "INT", "CHA" }) + if (!order.Contains(a)) order.Add(a); + + var assigned = new Dictionary(); + for (int i = 0; i < 6; i++) assigned[order[i]] = sortedDescValues[i]; + + return new AbilityScores( + assigned["STR"], assigned["DEX"], assigned["CON"], + assigned["INT"], assigned["WIS"], assigned["CHA"]); + } + + private static void PrintCharacter(Character c, string name) + { + Console.WriteLine(); + Console.WriteLine($"=== {name} ==="); + Console.WriteLine($"Clade: {c.Clade.Name} ({c.Clade.Kind})"); + Console.WriteLine($"Species: {c.Species.Name} size: {c.Species.Size} speed: {c.Species.BaseSpeedFt} ft."); + Console.WriteLine($"Class: {c.ClassDef.Name} hit die: d{c.ClassDef.HitDie} level: {c.Level}"); + Console.WriteLine($"Background: {c.Background.Name}"); + Console.WriteLine(); + Console.WriteLine("Ability scores (post clade + species mods):"); + Console.WriteLine($" STR {c.Abilities.STR} DEX {c.Abilities.DEX} CON {c.Abilities.CON}"); + Console.WriteLine($" INT {c.Abilities.INT} WIS {c.Abilities.WIS} CHA {c.Abilities.CHA}"); + Console.WriteLine(); + Console.WriteLine($"HP: {c.CurrentHp}/{c.MaxHp}"); + Console.WriteLine($"AC: {Theriapolis.Core.Rules.Stats.DerivedStats.ArmorClass(c)}"); + Console.WriteLine($"Speed: {Theriapolis.Core.Rules.Stats.DerivedStats.SpeedFt(c)} ft."); + Console.WriteLine($"Carry: {c.Inventory.TotalWeightLb:F1} / {Theriapolis.Core.Rules.Stats.DerivedStats.CarryCapacityLb(c):F1} lb ({Theriapolis.Core.Rules.Stats.DerivedStats.Encumbrance(c)})"); + Console.WriteLine($"Initiative:{(Theriapolis.Core.Rules.Stats.DerivedStats.Initiative(c) >= 0 ? "+" : "")}{Theriapolis.Core.Rules.Stats.DerivedStats.Initiative(c)}"); + Console.WriteLine($"Prof: +{c.ProficiencyBonus}"); + Console.WriteLine(); + Console.WriteLine($"Skill proficiencies ({c.SkillProficiencies.Count}):"); + foreach (var s in c.SkillProficiencies.OrderBy(s => s.ToString())) + Console.WriteLine($" - {s} ({s.Ability()})"); + Console.WriteLine(); + Console.WriteLine($"Inventory ({c.Inventory.Items.Count} stacks, {c.Inventory.TotalWeightLb:F1} lb):"); + foreach (var i in c.Inventory.Items) + Console.WriteLine($" - {i.Def.Name}{(i.Qty > 1 ? $" ×{i.Qty}" : "")}{(i.EquippedAt is { } slot ? $" [{slot}]" : "")}"); + } +} diff --git a/Theriapolis.Tools/Commands/CombatDuel.cs b/Theriapolis.Tools/Commands/CombatDuel.cs new file mode 100644 index 0000000..8cb344b --- /dev/null +++ b/Theriapolis.Tools/Commands/CombatDuel.cs @@ -0,0 +1,239 @@ +using Theriapolis.Core.Data; +using Theriapolis.Core.Rules.Character; +using Theriapolis.Core.Rules.Combat; +using Theriapolis.Core.Rules.Stats; +using Theriapolis.Core.Util; + +namespace Theriapolis.Tools.Commands; + +/// +/// Headless combat scenario runner. Builds two combatants, places them on +/// an empty arena, and runs a simple "close distance, then attack" AI loop +/// until one side falls or the round cap is hit. Prints the full encounter +/// log so test scenarios and balance sweeps can grep the output. +/// +/// Usage: +/// dotnet run --project Theriapolis.Tools -- combat-duel \ +/// --a brigand_footpad --b wolf --seed 42 [--rounds 20] [--data-dir ./Content/Data] +/// +/// Combatant specs: +/// - An NPC template id (e.g. "brigand_footpad", "wolf", "bear_brown") +/// - A character spec "char:CLADE:SPECIES:CLASS:BACKGROUND" (e.g. +/// "char:canidae:wolf:fangsworn:pack_raised") — uses Standard Array +/// stats and the class's starting kit. +/// +public static class CombatDuel +{ + public static int Run(string[] args) + { + ulong seed = 42UL; + string dataDir = "./Content/Data"; + string specA = "brigand_footpad"; + string specB = "wolf"; + int maxRounds = 20; + + for (int i = 0; i < args.Length; i++) + { + switch (args[i]) + { + case "--seed": seed = ulong.Parse(args[++i]); break; + case "--data-dir": dataDir = args[++i]; break; + case "--a": specA = args[++i]; break; + case "--b": specB = args[++i]; break; + case "--rounds": maxRounds = int.Parse(args[++i]); break; + } + } + + var loader = new ContentLoader(dataDir); + var content = new ContentResolver(loader); + + Combatant a, b; + try + { + a = BuildCombatant(specA, content, id: 1, position: new Vec2(0, 0), + allegiance: Allegiance.Player); + b = BuildCombatant(specB, content, id: 2, position: new Vec2(6, 0), + allegiance: Allegiance.Hostile); + } + catch (System.Exception ex) + { + System.Console.Error.WriteLine($"Failed to build combatants: {ex.Message}"); + return 1; + } + + var enc = new Encounter(seed, encounterId: 1, new[] { a, b }); + + System.Console.WriteLine($"=== combat-duel: {a.Name} vs {b.Name} ==="); + System.Console.WriteLine($"Seed: 0x{seed:X} encounterSeed: 0x{enc.EncounterSeed:X}"); + System.Console.WriteLine($"Initial positions: {a.Name} ({a.Position.X},{a.Position.Y}) HP {a.CurrentHp} AC {a.ArmorClass}; " + + $"{b.Name} ({b.Position.X},{b.Position.Y}) HP {b.CurrentHp} AC {b.ArmorClass}"); + System.Console.WriteLine(); + + int turnsTaken = 0; + // Hard safety cap: at most 4 actions per combatant per round. + int maxTurns = maxRounds * (a.AttackOptions.Count + b.AttackOptions.Count) * 4 + 4; + while (!enc.IsOver && enc.RoundNumber <= maxRounds && turnsTaken < maxTurns) + { + turnsTaken++; + DriveTurn(enc); + enc.EndTurn(); + } + + if (enc.RoundNumber > maxRounds && !enc.IsOver) + System.Console.WriteLine($"--- Round cap reached ({maxRounds} rounds). ---"); + + System.Console.WriteLine(); + System.Console.WriteLine("--- Combat log ---"); + foreach (var entry in enc.Log) + System.Console.WriteLine($"R{entry.Round} T{entry.Turn} [{entry.Type}] {entry.Message}"); + System.Console.WriteLine(); + + var aliveA = a.IsAlive && !a.IsDown; + var aliveB = b.IsAlive && !b.IsDown; + System.Console.WriteLine($"Final: {a.Name} HP {a.CurrentHp}/{a.MaxHp} {(aliveA ? "alive" : "down")}; " + + $"{b.Name} HP {b.CurrentHp}/{b.MaxHp} {(aliveB ? "alive" : "down")}"); + System.Console.WriteLine($"Total dice rolled: {enc.RollCount}"); + return 0; + } + + /// Simple one-attack-per-turn AI: move toward the nearest hostile, attack when in reach. + private static void DriveTurn(Encounter enc) + { + var actor = enc.CurrentActor; + if (!actor.IsAlive || actor.IsDown) return; + + var target = FindHostile(enc, actor); + if (target is null) return; + var attack = actor.AttackOptions[0]; + + // Movement budget — convert ft. to tiles. 5 ft. = 1 tile (d20 standard). + int tilesAvailable = enc.CurrentTurn.RemainingMovementFt / 5; + while (!ReachAndCover.IsInReach(actor, target, attack) && tilesAvailable > 0) + { + var next = ReachAndCover.StepToward(actor.Position, target.Position); + if (next.X == actor.Position.X && next.Y == actor.Position.Y) break; + actor.Position = next; + enc.AppendLog(CombatLogEntry.Kind.Move, + $"{actor.Name} moves to ({next.X},{next.Y})."); + tilesAvailable--; + } + // Charge the consumed movement back to the turn budget. + int consumed = (enc.CurrentTurn.RemainingMovementFt / 5) - tilesAvailable; + enc.CurrentTurn.ConsumeMovement(consumed * 5); + + if (!ReachAndCover.IsInReach(actor, target, attack)) return; + + Resolver.AttemptAttack(enc, actor, target, attack); + enc.CurrentTurn.ConsumeAction(); + } + + private static Combatant? FindHostile(Encounter enc, Combatant actor) + { + // Hostile = different allegiance side. Player + Allied are friends; Hostile vs Player. + Combatant? best = null; + int bestDist = int.MaxValue; + foreach (var c in enc.Participants) + { + if (c.Id == actor.Id) continue; + if (!c.IsAlive || c.IsDown) continue; + if (!IsHostileTo(actor.Allegiance, c.Allegiance)) continue; + int d = ReachAndCover.EdgeToEdgeChebyshev(actor, c); + if (d < bestDist) { best = c; bestDist = d; } + } + return best; + } + + private static bool IsHostileTo(Allegiance a, Allegiance b) + { + bool aIsPlayerSide = a == Allegiance.Player || a == Allegiance.Allied; + bool bIsPlayerSide = b == Allegiance.Player || b == Allegiance.Allied; + if (aIsPlayerSide && b == Allegiance.Hostile) return true; + if (bIsPlayerSide && a == Allegiance.Hostile) return true; + return false; + } + + private static Combatant BuildCombatant(string spec, ContentResolver content, int id, Vec2 position, Allegiance allegiance) + { + if (spec.StartsWith("char:", System.StringComparison.OrdinalIgnoreCase)) + { + var parts = spec.Split(':'); + if (parts.Length != 5) + throw new System.ArgumentException($"Character spec '{spec}' must be char:clade:species:class:background"); + string cladeId = parts[1]; + string speciesId = parts[2]; + string classId = parts[3]; + string bgId = parts[4]; + var character = BuildLevel1Character(content, cladeId, speciesId, classId, bgId); + string name = character.Species.Name + " " + character.ClassDef.Name; + return Combatant.FromCharacter(character, id, name, position, allegiance); + } + + // Otherwise treat as an NPC template id. + if (!content.Npcs.Templates.Any(t => string.Equals(t.Id, spec, System.StringComparison.OrdinalIgnoreCase))) + throw new System.ArgumentException($"Unknown NPC template id: '{spec}'"); + var def = content.Npcs.Templates.First(t => string.Equals(t.Id, spec, System.StringComparison.OrdinalIgnoreCase)); + var combatant = Combatant.FromNpcTemplate(def, id, position); + // Allow caller to override allegiance (e.g. force a brigand to fight a wolf). + // A new Combatant doesn't expose Allegiance setter; build a fresh one with the override. + if (combatant.Allegiance != allegiance) + { + // Cheap rebuild: clone the template's combatant with overridden allegiance. + combatant = CloneWithAllegiance(combatant, allegiance); + } + return combatant; + } + + private static Combatant CloneWithAllegiance(Combatant c, Allegiance newAllegiance) + { + // Combatant has no copy-with API; for the duel tool we just rebuild from + // the source template with the overridden allegiance baked in. The template + // is the only path that produces NPC combatants in this command. + var def = c.SourceTemplate!; + // Fake the template's default_allegiance with a mutated copy (records support `with`). + var swapped = def with { DefaultAllegiance = newAllegiance.ToString().ToLowerInvariant() }; + return Combatant.FromNpcTemplate(swapped, c.Id, c.Position); + } + + private static Character BuildLevel1Character( + ContentResolver content, string cladeId, string speciesId, string classId, string bgId) + { + if (!content.Clades.TryGetValue(cladeId, out var clade)) + throw new System.ArgumentException($"Unknown clade: {cladeId}"); + if (!content.Species.TryGetValue(speciesId, out var species)) + throw new System.ArgumentException($"Unknown species: {speciesId}"); + if (!content.Classes.TryGetValue(classId, out var classDef)) + throw new System.ArgumentException($"Unknown class: {classId}"); + if (!content.Backgrounds.TryGetValue(bgId, out var bg)) + throw new System.ArgumentException($"Unknown background: {bgId}"); + + // Standard array assigned by class priority. + int[] vals = (int[])AbilityScores.StandardArray.Clone(); + System.Array.Sort(vals, (a, b) => b - a); + var primary = classDef.PrimaryAbility ?? System.Array.Empty(); + var order = new List(); + foreach (var p in primary) order.Add(p.ToUpperInvariant()); + foreach (var a in new[] { "CON", "DEX", "STR", "WIS", "INT", "CHA" }) + if (!order.Contains(a)) order.Add(a); + var assigned = new Dictionary(); + for (int i = 0; i < 6; i++) assigned[order[i]] = vals[i]; + + var b = new CharacterBuilder + { + Clade = clade, + Species = species, + ClassDef = classDef, + Background = bg, + BaseAbilities = new AbilityScores( + assigned["STR"], assigned["DEX"], assigned["CON"], + assigned["INT"], assigned["WIS"], assigned["CHA"]), + Name = $"{species.Name} {classDef.Name}", + }; + int n = classDef.SkillsChoose; + foreach (var raw in classDef.SkillOptions) + { + if (b.ChosenClassSkills.Count >= n) break; + try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { } + } + return b.Build(content.Items); + } +} diff --git a/Theriapolis.Tools/Commands/ContentValidate.cs b/Theriapolis.Tools/Commands/ContentValidate.cs new file mode 100644 index 0000000..5a1abbb --- /dev/null +++ b/Theriapolis.Tools/Commands/ContentValidate.cs @@ -0,0 +1,155 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Tools.Commands; + +/// +/// Loads every Phase 5 content file via , runs +/// per-file referential integrity checks, and exits non-zero on any error. +/// CI runs this so a broken JSON edit fails the build instead of crashing +/// the game at runtime. +/// +/// Usage: +/// dotnet run --project Theriapolis.Tools -- content-validate +/// dotnet run --project Theriapolis.Tools -- content-validate --data-dir ./Content/Data +/// +public static class ContentValidate +{ + public static int Run(string[] args) + { + string dataDir = "./Content/Data"; + for (int i = 0; i < args.Length; i++) + { + if (args[i] == "--data-dir" && i + 1 < args.Length) + { + dataDir = args[i + 1]; + i++; + } + } + + Console.WriteLine($"Validating content in: {dataDir}"); + var loader = new ContentLoader(dataDir); + int errorCount = 0; + + // Phase 1+ content (already validated elsewhere, but check it loads) + var biomes = TryLoad("biomes", () => loader.LoadBiomes(), ref errorCount); + var factions = TryLoad("factions", () => loader.LoadFactions(), ref errorCount); + TryLoad("macro_template", () => loader.LoadMacroTemplate(), ref errorCount); + + // Phase 5 content + var clades = TryLoad("clades", () => loader.LoadClades(), ref errorCount); + var species = clades is not null + ? TryLoad("species", () => loader.LoadSpecies(clades), ref errorCount) + : null; + var classes = TryLoad("classes", () => loader.LoadClasses(), ref errorCount); + if (classes is not null) + TryLoad("subclasses", () => loader.LoadSubclasses(classes), ref errorCount); + TryLoad("backgrounds", () => loader.LoadBackgrounds(), ref errorCount); + var items = TryLoad("items", () => loader.LoadItems(), ref errorCount); + TryLoad("npc_templates", () => loader.LoadNpcTemplates(items, factions), ref errorCount); + TryLoad("loot_tables", () => loader.LoadLootTables(items), ref errorCount); + + // Phase 6 M0 content + var buildings = TryLoad("building_templates", () => loader.LoadBuildingTemplates(), ref errorCount); + var layouts = buildings is not null + ? TryLoad("settlement_layouts", () => loader.LoadSettlementLayouts(buildings), ref errorCount) + : null; + + // Phase 6 M1 content + var biasProfiles = TryLoad("bias_profiles", + () => loader.LoadBiasProfiles(clades, factions), + ref errorCount); + var residents = TryLoad("resident_templates", + () => loader.LoadResidentTemplates(biasProfiles, clades, species, factions), + ref errorCount); + + // Phase 6 M3 content + var dialogues = TryLoad("dialogues", + () => loader.LoadDialogues(items), + ref errorCount); + + // Phase 6 M4 content + var quests = TryLoad("quests", + () => loader.LoadQuests(items), + ref errorCount); + + // Phase 7 M0 content + var lootTables = items is not null + ? TryLoad("loot_tables_for_dungeons", () => loader.LoadLootTables(items), ref errorCount) + : null; + var roomTemplates = TryLoad("room_templates", + () => loader.LoadRoomTemplates(), + ref errorCount); + var dungeonLayouts = TryLoad("dungeon_layouts", + () => loader.LoadDungeonLayouts(roomTemplates, lootTables), + ref errorCount); + + // Cross-file referential checks + if (clades is not null && species is not null) + { + CrossCheck( + "every species references a real clade", + () => { + var cladeIds = clades.Select(c => c.Id).ToHashSet(StringComparer.OrdinalIgnoreCase); + foreach (var sp in species) + if (!cladeIds.Contains(sp.CladeId)) + throw new InvalidDataException($"species '{sp.Id}' references unknown clade_id '{sp.CladeId}'"); + }, + ref errorCount); + } + + if (errorCount == 0) + { + Console.WriteLine(); + Console.WriteLine("All content valid."); + Console.WriteLine($" {biomes?.Length ?? 0} biomes"); + Console.WriteLine($" {factions?.Length ?? 0} factions"); + Console.WriteLine($" {clades?.Length ?? 0} clades"); + Console.WriteLine($" {species?.Length ?? 0} species"); + Console.WriteLine($" {classes?.Length ?? 0} classes"); + Console.WriteLine($" {items?.Length ?? 0} items"); + Console.WriteLine($" {buildings?.Length ?? 0} building templates"); + Console.WriteLine($" {layouts?.Length ?? 0} settlement layouts"); + Console.WriteLine($" {biasProfiles?.Length ?? 0} bias profiles"); + Console.WriteLine($" {residents?.Length ?? 0} resident templates"); + Console.WriteLine($" {dialogues?.Length ?? 0} dialogue trees"); + Console.WriteLine($" {quests?.Length ?? 0} quest trees"); + Console.WriteLine($" {roomTemplates?.Length ?? 0} room templates"); + Console.WriteLine($" {dungeonLayouts?.Length ?? 0} dungeon layouts"); + return 0; + } + + Console.Error.WriteLine(); + Console.Error.WriteLine($"Validation failed with {errorCount} error(s)."); + return 1; + } + + private static T? TryLoad(string label, Func action, ref int errorCount) where T : class + { + try + { + var result = action(); + Console.WriteLine($" ✓ {label}"); + return result; + } + catch (Exception ex) + { + Console.Error.WriteLine($" ✗ {label}: {ex.Message}"); + errorCount++; + return null; + } + } + + private static void CrossCheck(string description, Action check, ref int errorCount) + { + try + { + check(); + Console.WriteLine($" ✓ {description}"); + } + catch (Exception ex) + { + Console.Error.WriteLine($" ✗ {description}: {ex.Message}"); + errorCount++; + } + } +} diff --git a/Theriapolis.Tools/Commands/DialogueValidate.cs b/Theriapolis.Tools/Commands/DialogueValidate.cs new file mode 100644 index 0000000..d01f5dd --- /dev/null +++ b/Theriapolis.Tools/Commands/DialogueValidate.cs @@ -0,0 +1,82 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Tools.Commands; + +/// +/// Phase 6 M3 — dialogue-validate. Loads every dialogues/*.json +/// through (which already +/// validates structure + references) and prints a per-tree summary. +/// CI gate: exits non-zero on any validation error. +/// +/// Usage: +/// dotnet run --project Theriapolis.Tools -- dialogue-validate +/// dotnet run --project Theriapolis.Tools -- dialogue-validate --data-dir ./Content/Data +/// +public static class DialogueValidate +{ + public static int Run(string[] args) + { + string dataDir = "./Content/Data"; + for (int i = 0; i < args.Length; i++) + { + if (args[i] == "--data-dir" && i + 1 < args.Length) + { + dataDir = args[i + 1]; + i++; + } + } + + Console.WriteLine($"Validating dialogues in: {dataDir}"); + var loader = new ContentLoader(dataDir); + DialogueDef[] defs; + try + { + // Load items for cross-reference (give_item / has_item). + var items = loader.LoadItems(); + defs = loader.LoadDialogues(items); + } + catch (Exception ex) + { + Console.Error.WriteLine($" ✗ {ex.Message}"); + return 1; + } + + Console.WriteLine($" ✓ {defs.Length} dialogue tree(s) loaded."); + foreach (var d in defs.OrderBy(d => d.Id, StringComparer.Ordinal)) + { + int totalOptions = d.Nodes.Sum(n => n.Options.Length); + int skillChecks = d.Nodes.Sum(n => n.Options.Count(o => o.SkillCheck is not null)); + Console.WriteLine($" [{d.Id}] root='{d.Root}' nodes={d.Nodes.Length} options={totalOptions} skill_checks={skillChecks}"); + + // Reachability: BFS from root over options.next + next_on_*. + var reachable = new HashSet(StringComparer.OrdinalIgnoreCase) { d.Root }; + var queue = new Queue(); + queue.Enqueue(d.Root); + var nodesById = d.Nodes.ToDictionary(n => n.Id, StringComparer.OrdinalIgnoreCase); + while (queue.Count > 0) + { + var cur = queue.Dequeue(); + if (!nodesById.TryGetValue(cur, out var node)) continue; + foreach (var opt in node.Options) + { + foreach (var n in new[] { opt.Next, opt.NextOnSuccess, opt.NextOnFailure }) + { + if (string.IsNullOrEmpty(n) || string.Equals(n, "", StringComparison.OrdinalIgnoreCase)) continue; + if (reachable.Add(n)) queue.Enqueue(n); + } + } + } + int unreachable = d.Nodes.Length - reachable.Count; + if (unreachable > 0) + { + Console.Error.WriteLine($" ✗ {unreachable} unreachable node(s) in '{d.Id}': " + + string.Join(", ", d.Nodes.Where(n => !reachable.Contains(n.Id)).Select(n => n.Id))); + return 1; + } + } + + Console.WriteLine(); + Console.WriteLine("All dialogue trees valid."); + return 0; + } +} diff --git a/Theriapolis.Tools/Commands/DungeonRender.cs b/Theriapolis.Tools/Commands/DungeonRender.cs new file mode 100644 index 0000000..bc64f6a --- /dev/null +++ b/Theriapolis.Tools/Commands/DungeonRender.cs @@ -0,0 +1,249 @@ +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.PixelFormats; +using Theriapolis.Core.Data; +using Theriapolis.Core.Dungeons; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; + +namespace Theriapolis.Tools.Commands; + +/// +/// Phase 7 M0 / M1 — render a room template OR a fully-generated dungeon +/// to a PNG. Two modes: +/// +/// Template mode (M0): +/// dotnet run --project Theriapolis.Tools -- dungeon-render \ +/// --template imperium.entry_grand_hall --out hall.png \ +/// [--data-dir ./Content/Data] [--cell 16] +/// +/// Pipeline mode (M1): +/// dotnet run --project Theriapolis.Tools -- dungeon-render \ +/// --seed 12345 --poi 42 --type ImperiumRuin --out d.png \ +/// [--data-dir ./Content/Data] [--cell 8] +/// +/// In pipeline mode, rooms are colour-tinted by role (entry blue, boss +/// red, narrative gold, dead-end grey) so designers can visually verify +/// generator output across seeds. +/// +public static class DungeonRender +{ + public static int Run(string[] args) + { + string templateId = ""; + string outPath = "room.png"; + string dataDir = "./Content/Data"; + int cellPx = 16; + ulong? seed = null; + int? poiId = null; + string typeName = "ImperiumRuin"; + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--template": if (i + 1 < args.Length) templateId = args[++i]; break; + case "--out": if (i + 1 < args.Length) outPath = args[++i]; break; + case "--data-dir": if (i + 1 < args.Length) dataDir = args[++i]; break; + case "--cell": if (i + 1 < args.Length) cellPx = int.Parse(args[++i]); break; + case "--seed": if (i + 1 < args.Length) seed = ParseUlong(args[++i]); break; + case "--poi": if (i + 1 < args.Length) poiId = int.Parse(args[++i]); break; + case "--type": if (i + 1 < args.Length) typeName = args[++i]; break; + } + } + + // Pipeline mode takes precedence when seed + poi are supplied. + if (seed is not null && poiId is not null) + return RenderPipeline(seed.Value, poiId.Value, typeName, outPath, dataDir, cellPx); + + if (string.IsNullOrEmpty(templateId)) + { + Console.Error.WriteLine("Either --template OR --seed N --poi N required."); + return 1; + } + + var loader = new ContentLoader(dataDir); + var rooms = loader.LoadRoomTemplates(); + var def = Array.Find(rooms, r => string.Equals(r.Id, templateId, StringComparison.OrdinalIgnoreCase)); + if (def is null) + { + Console.Error.WriteLine($"Room template '{templateId}' not found."); + Console.Error.WriteLine("Available:"); + foreach (var r in rooms.OrderBy(r => r.Id, StringComparer.Ordinal)) + Console.Error.WriteLine($" {r.Id}"); + return 1; + } + + int w = def.FootprintWTiles * cellPx; + int h = def.FootprintHTiles * cellPx; + using var img = new Image(w, h); + + for (int ty = 0; ty < def.FootprintHTiles; ty++) + for (int tx = 0; tx < def.FootprintWTiles; tx++) + { + char ch = def.Grid[ty][tx]; + Rgba32 fill = ColorForChar(ch); + for (int py = 0; py < cellPx; py++) + for (int px = 0; px < cellPx; px++) + img[tx * cellPx + px, ty * cellPx + py] = fill; + } + + // Thin grid lines so the ASCII grid is legible. + var gridColor = new Rgba32(60, 60, 60, 255); + for (int x = 0; x < w; x += cellPx) + for (int y = 0; y < h; y++) img[x, y] = gridColor; + for (int y = 0; y < h; y += cellPx) + for (int x = 0; x < w; x++) img[x, y] = gridColor; + + img.SaveAsPng(outPath); + Console.WriteLine($"Wrote {outPath} ({w}×{h}px) for template '{def.Id}' " + + $"({def.FootprintWTiles}×{def.FootprintHTiles} tiles, type={def.Type}, built_by={def.BuiltBy})."); + return 0; + } + + private static int RenderPipeline(ulong seed, int poiId, string typeName, string outPath, string dataDir, int cellPx) + { + if (!Enum.TryParse(typeName, ignoreCase: true, out var type) || type == PoiType.None) + { + Console.Error.WriteLine($"--type '{typeName}' invalid. Expected one of: ImperiumRuin, AbandonedMine, CultDen, NaturalCave, OvergrownSettlement."); + return 1; + } + + var content = new ContentResolver(new ContentLoader(dataDir)); + var d = DungeonGenerator.Generate(seed, poiId, type, content); + + int w = d.W * cellPx; + int h = d.H * cellPx; + using var img = new Image(w, h); + + // Pass 1: paint surface + deco from the dungeon's tile array. + for (int ty = 0; ty < d.H; ty++) + for (int tx = 0; tx < d.W; tx++) + { + var tile = d.Tiles[tx, ty]; + Rgba32 fill = ColorForTile(tile); + for (int py = 0; py < cellPx; py++) + for (int px = 0; px < cellPx; px++) + img[tx * cellPx + px, ty * cellPx + py] = fill; + } + + // Pass 2: tint room interiors by role with a translucent overlay so + // designers can verify role placement at a glance. + foreach (var room in d.Rooms) + { + var tint = ColorForRole(room.Role); + for (int ty = room.AabbY + 1; ty < room.AabbY + room.AabbH - 1; ty++) + for (int tx = room.AabbX + 1; tx < room.AabbX + room.AabbW - 1; tx++) + { + if (tx < 0 || ty < 0 || tx >= d.W || ty >= d.H) continue; + if (!d.Tiles[tx, ty].IsWalkable) continue; + for (int py = 0; py < cellPx; py++) + for (int px = 0; px < cellPx; px++) + { + var existing = img[tx * cellPx + px, ty * cellPx + py]; + img[tx * cellPx + px, ty * cellPx + py] = Blend(existing, tint, 0.25f); + } + } + } + + // Pass 3: highlight the entrance with a magenta border. + var entrance = new Rgba32(255, 0, 200, 255); + var (ex, ey) = d.EntranceTile; + for (int dx = -1; dx <= 1; dx++) + for (int dy = -1; dy <= 1; dy++) + { + int tx = ex + dx, ty = ey + dy; + if (tx < 0 || ty < 0 || tx >= d.W || ty >= d.H) continue; + if (Math.Abs(dx) + Math.Abs(dy) != 1) continue; + for (int py = 0; py < cellPx; py++) + for (int px = 0; px < cellPx; px++) + { + if ((px == 0 || py == 0 || px == cellPx - 1 || py == cellPx - 1)) + img[tx * cellPx + px, ty * cellPx + py] = entrance; + } + } + + img.SaveAsPng(outPath); + Console.WriteLine($"Wrote {outPath} ({w}×{h}px) — dungeon poi={poiId} seed=0x{seed:X} type={type}"); + Console.WriteLine($" {d.Rooms.Length} rooms, {d.Connections.Length} connections, " + + $"{d.W}×{d.H} tactical tiles, entrance @ ({ex},{ey})."); + foreach (var r in d.Rooms) + Console.WriteLine($" R{r.Id} [{r.Role}] {r.TemplateId} aabb=({r.AabbX},{r.AabbY},{r.AabbW}x{r.AabbH})"); + return 0; + } + + private static ulong ParseUlong(string raw) => + raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase) + ? Convert.ToUInt64(raw[2..], 16) + : ulong.Parse(raw); + + private static Rgba32 ColorForTile(TacticalTile tile) + { + // Surface decides base, deco overrides if present (overlay color). + if (tile.Deco != TacticalDeco.None) + { + return tile.Deco switch + { + TacticalDeco.Stairs => new Rgba32(120, 60, 150, 255), + TacticalDeco.DungeonDoor => new Rgba32(120, 90, 40, 255), + TacticalDeco.Container => new Rgba32(220, 180, 50, 255), + TacticalDeco.Trap => new Rgba32(200, 100, 100, 255), + TacticalDeco.Pillar => new Rgba32(110, 110, 130, 255), + TacticalDeco.Brazier => new Rgba32(220, 120, 50, 255), + TacticalDeco.ImperiumStatue=> new Rgba32(160, 140, 110, 255), + _ => ColorForSurface(tile.Surface), + }; + } + return ColorForSurface(tile.Surface); + } + + private static Rgba32 ColorForSurface(TacticalSurface s) => s switch + { + TacticalSurface.Wall => new Rgba32(45, 45, 60, 255), + TacticalSurface.DungeonFloor => new Rgba32(180, 165, 130, 255), + TacticalSurface.DungeonRubble => new Rgba32(140, 125, 100, 255), + TacticalSurface.DungeonTile => new Rgba32(100, 130, 200, 255), + TacticalSurface.MineFloor => new Rgba32(120, 100, 80, 255), + TacticalSurface.Cave => new Rgba32(90, 85, 75, 255), + TacticalSurface.None => new Rgba32(0, 0, 0, 255), + _ => new Rgba32(80, 80, 80, 255), + }; + + private static Rgba32 ColorForRole(RoomRole role) => role switch + { + RoomRole.Entry => new Rgba32(50, 130, 220, 255), // blue + RoomRole.Transit => new Rgba32(0, 0, 0, 0), // no tint + RoomRole.Narrative => new Rgba32(220, 180, 50, 255), // gold + RoomRole.Loot => new Rgba32(180, 220, 80, 255), // green + RoomRole.Boss => new Rgba32(220, 60, 60, 255), // red + RoomRole.DeadEnd => new Rgba32(120, 120, 120, 255), // grey + _ => new Rgba32(0, 0, 0, 0), + }; + + private static Rgba32 Blend(Rgba32 dst, Rgba32 src, float t) + { + // Linear blend with the tint's alpha + the t factor. + if (src.A == 0) return dst; + float a = (src.A / 255f) * t; + byte r = (byte)Math.Clamp(dst.R + (src.R - dst.R) * a, 0, 255); + byte g = (byte)Math.Clamp(dst.G + (src.G - dst.G) * a, 0, 255); + byte b = (byte)Math.Clamp(dst.B + (src.B - dst.B) * a, 0, 255); + return new Rgba32(r, g, b, (byte)255); + } + + private static Rgba32 ColorForChar(char ch) => ch switch + { + '#' => new Rgba32(45, 45, 60, 255), // wall — dark slate + '.' => new Rgba32(180, 165, 130, 255), // floor — warm sand + ',' => new Rgba32(140, 125, 100, 255), // rubble + 'D' => new Rgba32(120, 90, 40, 255), // door — chestnut + 'S' => new Rgba32(120, 60, 150, 255), // stairs — purple + '@' => new Rgba32(200, 60, 60, 255), // encounter slot — red + 'C' => new Rgba32(220, 180, 50, 255), // container — gold + 'T' => new Rgba32(200, 100, 100, 255), // trap — coral + 'P' => new Rgba32(110, 110, 130, 255), // pillar — grey-blue + 'B' => new Rgba32(220, 120, 50, 255), // brazier — fire orange + 'M' => new Rgba32(100, 130, 200, 255), // mosaic — sky blue + ' ' => new Rgba32(0, 0, 0, 0), // unused/transparent + _ => new Rgba32(255, 0, 200, 255), // unknown — magenta marker + }; +} diff --git a/Theriapolis.Tools/Commands/QuestValidate.cs b/Theriapolis.Tools/Commands/QuestValidate.cs new file mode 100644 index 0000000..546676b --- /dev/null +++ b/Theriapolis.Tools/Commands/QuestValidate.cs @@ -0,0 +1,81 @@ +using Theriapolis.Core.Data; + +namespace Theriapolis.Tools.Commands; + +/// +/// Phase 6 M4 — quest-validate. Loads every quests/*.json through +/// (which validates structure + +/// references) and runs reachability analysis from each quest's entry +/// step. CI gate: exits non-zero on any error. +/// +/// Usage: +/// dotnet run --project Theriapolis.Tools -- quest-validate +/// dotnet run --project Theriapolis.Tools -- quest-validate --data-dir ./Content/Data +/// +public static class QuestValidate +{ + public static int Run(string[] args) + { + string dataDir = "./Content/Data"; + for (int i = 0; i < args.Length; i++) + { + if (args[i] == "--data-dir" && i + 1 < args.Length) { dataDir = args[++i]; } + } + + Console.WriteLine($"Validating quests in: {dataDir}"); + var loader = new ContentLoader(dataDir); + QuestDef[] quests; + try + { + var items = loader.LoadItems(); + quests = loader.LoadQuests(items); + } + catch (Exception ex) + { + Console.Error.WriteLine($" ✗ {ex.Message}"); + return 1; + } + + Console.WriteLine($" ✓ {quests.Length} quest tree(s) loaded."); + foreach (var q in quests.OrderBy(q => q.Id, StringComparer.Ordinal)) + { + int outcomes = q.Steps.Sum(s => s.Outcomes.Length); + int terminals = q.Steps.Count(s => s.CompletesQuest || s.FailsQuest); + Console.WriteLine($" [{q.Id}] '{q.Title}' steps={q.Steps.Length} outcomes={outcomes} terminals={terminals}"); + + // Reachability from entry step. + var stepsById = q.Steps.ToDictionary(s => s.Id, StringComparer.OrdinalIgnoreCase); + var reached = new HashSet(StringComparer.OrdinalIgnoreCase) { q.EntryStep }; + var queue = new Queue(); + queue.Enqueue(q.EntryStep); + while (queue.Count > 0) + { + var cur = queue.Dequeue(); + if (!stepsById.TryGetValue(cur, out var s)) continue; + foreach (var o in s.Outcomes) + { + if (string.IsNullOrEmpty(o.Next)) continue; + if (string.Equals(o.Next, "", StringComparison.OrdinalIgnoreCase)) continue; + if (reached.Add(o.Next)) queue.Enqueue(o.Next); + } + // start_quest / end_quest effects can transition out, but we + // don't follow them here — quest-graph reachability is + // single-quest by design. + } + int unreachable = q.Steps.Length - reached.Count; + if (unreachable > 0) + { + Console.Error.WriteLine($" ✗ {unreachable} unreachable step(s) in '{q.Id}': " + + string.Join(", ", q.Steps.Where(s => !reached.Contains(s.Id)).Select(s => s.Id))); + return 1; + } + // Every quest must have at least one terminal path. + if (terminals == 0) + Console.Error.WriteLine($" ⚠ quest '{q.Id}' has no completes_quest / fails_quest step (warning only)"); + } + + Console.WriteLine(); + Console.WriteLine("All quest trees valid."); + return 0; + } +} diff --git a/Theriapolis.Tools/Commands/SettlementRender.cs b/Theriapolis.Tools/Commands/SettlementRender.cs new file mode 100644 index 0000000..a8935fa --- /dev/null +++ b/Theriapolis.Tools/Commands/SettlementRender.cs @@ -0,0 +1,216 @@ +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.PixelFormats; +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; + +namespace Theriapolis.Tools.Commands; + +/// +/// Phase 6 M0 — settlement-render exports a stamped settlement to PNG. +/// Lets us visually QA building layouts before they're playtested in-game. +/// +/// Usage: +/// dotnet run --project Theriapolis.Tools -- settlement-render \ +/// --seed 12345 --settlement millhaven --out millhaven.png +/// +/// --settlement: anchor name ("millhaven", "thornfield", ...) or numeric +/// settlement id. If omitted, render the first Tier-1 anchor. +/// --pad N: include N extra chunks around the settlement window. +/// --data-dir: Content/Data root. Defaults to ./Content/Data. +/// +public static class SettlementRender +{ + public static int Run(string[] args) + { + ulong seed = 12345UL; + string settlement = ""; + int pad = 1; + string outPath = "settlement.png"; + string dataDir = ResolveDataDir(); + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--seed": + if (i + 1 < args.Length) + { + string raw = args[++i]; + seed = raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase) + ? Convert.ToUInt64(raw[2..], 16) + : ulong.Parse(raw); + } + break; + case "--settlement": + if (i + 1 < args.Length) settlement = args[++i]; + break; + case "--pad": + if (i + 1 < args.Length) pad = int.Parse(args[++i]); + break; + case "--out": + if (i + 1 < args.Length) outPath = args[++i]; + break; + case "--data-dir": + if (i + 1 < args.Length) dataDir = args[++i]; + break; + } + } + + if (!Directory.Exists(dataDir)) + { + Console.Error.WriteLine($"Data directory not found: {dataDir}"); + return 1; + } + + Console.WriteLine($"[settlement-render] seed=0x{seed:X} settlement='{settlement}' pad={pad}"); + var ctx = new WorldGenContext(seed, dataDir) { Log = msg => Console.WriteLine(msg) }; + WorldGenerator.RunAll(ctx); + + var content = new ContentResolver(new ContentLoader(dataDir)); + + var s = ResolveSettlement(ctx.World, settlement); + if (s is null) + { + Console.Error.WriteLine(string.IsNullOrEmpty(settlement) + ? "No Tier-1 anchor settlement found in this world." + : $"Settlement '{settlement}' not found."); + return 1; + } + + Console.WriteLine($"[settlement-render] resolved -> id={s.Id} name='{s.Name}' tier={s.Tier} tile=({s.TileX},{s.TileY}) anchor={s.Anchor}"); + + // Compute chunk window covering the settlement plus padding. + int cxPx = (int)s.WorldPixelX; + int cyPx = (int)s.WorldPixelY; + int radiusPx = s.Tier switch { 1 => 32, 2 => 26, 3 => 20, 4 => 16, _ => 12 }; + int minTx = cxPx - radiusPx; + int minTy = cyPx - radiusPx; + int maxTx = cxPx + radiusPx; + int maxTy = cyPx + radiusPx; + + int minCx = (int)Math.Floor(minTx / (double)C.TACTICAL_CHUNK_SIZE) - pad; + int minCy = (int)Math.Floor(minTy / (double)C.TACTICAL_CHUNK_SIZE) - pad; + int maxCx = (int)Math.Floor(maxTx / (double)C.TACTICAL_CHUNK_SIZE) + pad; + int maxCy = (int)Math.Floor(maxTy / (double)C.TACTICAL_CHUNK_SIZE) + pad; + + int gridW = maxCx - minCx + 1; + int gridH = maxCy - minCy + 1; + int sideX = gridW * C.TACTICAL_CHUNK_SIZE; + int sideY = gridH * C.TACTICAL_CHUNK_SIZE; + + Console.WriteLine($"[settlement-render] chunk window {minCx}..{maxCx} x {minCy}..{maxCy} ({sideX}x{sideY} px)"); + + using var img = new Image(sideX, sideY); + for (int gy = 0; gy < gridH; gy++) + for (int gx = 0; gx < gridW; gx++) + { + var cc = new ChunkCoord(minCx + gx, minCy + gy); + var chunk = TacticalChunkGen.Generate(seed, cc, ctx.World, content.Settlements); + int ox = gx * C.TACTICAL_CHUNK_SIZE; + int oy = gy * C.TACTICAL_CHUNK_SIZE; + BlitChunk(img, chunk, ox, oy); + } + + // Building summary line. + SettlementStamper_EnsureBuildingsResolved(ctx.World, s, content); + Console.WriteLine($"[settlement-render] {s.Buildings.Count} buildings stamped"); + foreach (var b in s.Buildings) + Console.WriteLine($" [{b.Id:00}] {b.TemplateId,-16} ({b.MinX,4},{b.MinY,4})..({b.MaxX,4},{b.MaxY,4}) doors={b.Doors.Length} residents={b.Residents.Length}"); + + img.SaveAsPng(outPath); + Console.WriteLine($"[settlement-render] wrote {outPath}"); + return 0; + } + + private static Settlement? ResolveSettlement(WorldState world, string raw) + { + if (string.IsNullOrEmpty(raw)) + return world.Settlements.FirstOrDefault(s => s.Tier == 1 && !s.IsPoi) + ?? world.Settlements.FirstOrDefault(s => s.Tier <= 2 && !s.IsPoi); + + if (int.TryParse(raw, out int id)) + return world.Settlements.FirstOrDefault(s => s.Id == id); + + // Match anchor name (case-insensitive) first, then settlement.Name. + return world.Settlements.FirstOrDefault( + s => s.Anchor is { } a && string.Equals(a.ToString(), raw, StringComparison.OrdinalIgnoreCase)) + ?? world.Settlements.FirstOrDefault( + s => string.Equals(s.Name, raw, StringComparison.OrdinalIgnoreCase)); + } + + /// + /// Forces the settlement's list to + /// resolve so the dump line at the end of can describe + /// what got stamped — useful even before we render the chunks (e.g. if a + /// chunk-window calculation goes wrong, the buildings list still tells + /// the user what *would* have stamped). + /// + private static void SettlementStamper_EnsureBuildingsResolved(WorldState world, Settlement s, ContentResolver content) + { + if (s.BuildingsResolved) return; + Theriapolis.Core.World.Settlements.SettlementStamper.EnsureBuildingsResolved(world.WorldSeed, s, content.Settlements); + } + + private static void BlitChunk(Image img, TacticalChunk chunk, int ox, int oy) + { + for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++) + for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++) + { + ref var t = ref chunk.Tiles[lx, ly]; + img[ox + lx, oy + ly] = ColorFor(t); + } + } + + private static Rgba32 ColorFor(TacticalTile t) + { + // Decoration overrides for visual identification. + if (t.Deco == TacticalDeco.Door) return new Rgba32(255, 200, 80); // bright yellow doors + if (t.Deco == TacticalDeco.Counter) return new Rgba32(180, 130, 80); + if (t.Deco == TacticalDeco.Bed) return new Rgba32(160, 100, 140); + if (t.Deco == TacticalDeco.Hearth) return new Rgba32(220, 90, 40); + if (t.Deco == TacticalDeco.Sign) return new Rgba32(220, 220, 100); + if (t.Deco == TacticalDeco.Tree) return new Rgba32(20, 80, 30); + if (t.Deco == TacticalDeco.Bush) return new Rgba32(70, 110, 50); + if (t.Deco == TacticalDeco.Boulder) return new Rgba32(110, 100, 90); + if (t.Deco == TacticalDeco.Rock) return new Rgba32(140, 130, 110); + if (t.Deco == TacticalDeco.Flower) return new Rgba32(220, 180, 210); + + return t.Surface switch + { + TacticalSurface.DeepWater => new Rgba32(20, 60, 130), + TacticalSurface.ShallowWater => new Rgba32(60, 120, 180), + TacticalSurface.Marsh => new Rgba32(70, 100, 80), + TacticalSurface.Mud => new Rgba32(100, 80, 60), + TacticalSurface.Sand => new Rgba32(220, 200, 150), + TacticalSurface.Snow => new Rgba32(230, 235, 240), + TacticalSurface.Rock => new Rgba32(120, 115, 110), + TacticalSurface.Cobble => new Rgba32(170, 150, 120), + TacticalSurface.Gravel => new Rgba32(150, 140, 110), + TacticalSurface.TroddenDirt => new Rgba32(140, 110, 80), + TacticalSurface.Wall => new Rgba32(60, 55, 50), + TacticalSurface.Floor => new Rgba32(220, 200, 165), + TacticalSurface.Dirt => new Rgba32(120, 95, 60), + TacticalSurface.TallGrass => new Rgba32(80, 140, 60), + TacticalSurface.Grass => new Rgba32(110, 160, 70), + _ => new Rgba32(255, 0, 255), + }; + } + + private static string ResolveDataDir() + { + string local = Path.Combine(AppContext.BaseDirectory, "Data"); + if (Directory.Exists(local)) return local; + string? dir = AppContext.BaseDirectory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + for (int i = 0; i < 6; i++) + { + if (dir is null) break; + string candidate = Path.Combine(dir, "Content", "Data"); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + return local; + } +} diff --git a/Theriapolis.Tools/Commands/SettlementReport.cs b/Theriapolis.Tools/Commands/SettlementReport.cs new file mode 100644 index 0000000..0db8c72 --- /dev/null +++ b/Theriapolis.Tools/Commands/SettlementReport.cs @@ -0,0 +1,166 @@ +using Theriapolis.Core; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; + +namespace Theriapolis.Tools.Commands; + +/// +/// settlement-report --seed <n> [--data-dir <dir>] +/// +/// Runs the full pipeline and prints a human-readable settlement report: +/// narrative anchors, tier breakdown, economy distribution, and PoI list. +/// +public static class SettlementReport +{ + public static int Run(string[] args) + { + ulong seed = 12345; + string dataDir = ResolveDataDir(); + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--seed": + if (i + 1 < args.Length) + { + string raw = args[++i]; + if (raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) + seed = Convert.ToUInt64(raw[2..], 16); + else + seed = ulong.Parse(raw); + } + break; + case "--data-dir": + if (i + 1 < args.Length) dataDir = args[++i]; + break; + } + } + + Console.WriteLine($"[settlement-report] seed=0x{seed:X} data-dir={dataDir}"); + + if (!Directory.Exists(dataDir)) + { + Console.Error.WriteLine($"Data directory not found: {dataDir}"); + return 1; + } + + var ctx = new WorldGenContext(seed, dataDir) + { + ProgressCallback = (name, _) => Console.Write($"\r Running {name,-28} "), + Log = _ => { }, // suppress detailed logs + }; + + WorldGenerator.RunAll(ctx); + Console.WriteLine("\r "); + + var world = ctx.World; + var ss = world.Settlements; + + if (ss.Count == 0) + { + Console.WriteLine("No settlements generated."); + return 0; + } + + // ── Narrative anchors ───────────────────────────────────────────────── + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine(" NARRATIVE ANCHORS"); + Console.WriteLine("═══════════════════════════════════════════════════════"); + foreach (var s in ss.Where(s => s.Anchor.HasValue).OrderBy(s => s.Anchor)) + { + Console.WriteLine($" [{s.Anchor}]"); + Console.WriteLine($" Name : {s.Name}"); + Console.WriteLine($" Tier : {s.Tier}"); + Console.WriteLine($" Position : ({s.TileX}, {s.TileY})"); + Console.WriteLine($" Economy : {s.Economy}"); + Console.WriteLine($" Wealth : {s.WealthLevel:F3}"); + Console.WriteLine($" Pop : ~{s.Population}"); + Console.WriteLine($" River : {s.IsOnRiver}"); + Console.WriteLine($" Rail : {s.HasRailStation}"); + Console.WriteLine(); + } + + // ── Tier breakdown ──────────────────────────────────────────────────── + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine(" SETTLEMENTS BY TIER"); + Console.WriteLine("═══════════════════════════════════════════════════════"); + for (int tier = 1; tier <= 4; tier++) + { + var ts = ss.Where(s => s.Tier == tier && !s.IsPoi).ToList(); + if (ts.Count == 0) continue; + Console.WriteLine($" Tier {tier} ({ts.Count}):"); + foreach (var s in ts.OrderBy(s => s.Name)) + { + string anchor = s.Anchor.HasValue ? $" [{s.Anchor}]" : ""; + Console.WriteLine($" ({s.TileX,4},{s.TileY,4}) {s.Name,-24}{anchor}"); + Console.WriteLine($" Economy={s.Economy,-14} Gov={s.Governance,-16} Wealth={s.WealthLevel:F2}"); + } + } + Console.WriteLine(); + + // ── Economy distribution ────────────────────────────────────────────── + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine(" ECONOMY DISTRIBUTION (Tier 1-4)"); + Console.WriteLine("═══════════════════════════════════════════════════════"); + var econGroups = ss.Where(s => !s.IsPoi) + .GroupBy(s => s.Economy) + .OrderByDescending(g => g.Count()); + foreach (var g in econGroups) + Console.WriteLine($" {g.Key,-18}: {g.Count(),3}"); + Console.WriteLine(); + + // ── PoI list ────────────────────────────────────────────────────────── + var pois = ss.Where(s => s.IsPoi).ToList(); + if (pois.Count > 0) + { + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine($" POINTS OF INTEREST ({pois.Count})"); + Console.WriteLine("═══════════════════════════════════════════════════════"); + foreach (var p in pois.OrderBy(p => p.PoiType).ThenBy(p => p.TileX)) + Console.WriteLine($" ({p.TileX,4},{p.TileY,4}) {p.Name,-24} [{p.PoiType}]"); + Console.WriteLine(); + } + + // ── Linear features ──────────────────────────────────────────────────── + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine(" LINEAR FEATURES"); + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine($" Rivers : {world.Rivers.Count}"); + Console.WriteLine($" Roads : {world.Roads.Count}"); + Console.WriteLine($" Rails : {world.Rails.Count}"); + + // ── Validation summary ───────────────────────────────────────────────── + if (world.StageHashes.TryGetValue("ValidationPass", out ulong vhash)) + { + int violations = (int)(vhash / 1000); + int warnings = (int)(vhash % 1000); + Console.WriteLine(); + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine(" VALIDATION"); + Console.WriteLine("═══════════════════════════════════════════════════════"); + Console.WriteLine($" Violations : {violations}"); + Console.WriteLine($" Warnings : {warnings}"); + } + + return 0; + } + + private static string ResolveDataDir() + { + string local = Path.Combine(AppContext.BaseDirectory, "Data"); + if (Directory.Exists(local)) return local; + + string? dir = AppContext.BaseDirectory.TrimEnd( + Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + for (int i = 0; i < 6; i++) + { + if (dir is null) break; + string candidate = Path.Combine(dir, "Content", "Data"); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + + return local; + } +} diff --git a/Theriapolis.Tools/Commands/TacticalDump.cs b/Theriapolis.Tools/Commands/TacticalDump.cs new file mode 100644 index 0000000..71e7db8 --- /dev/null +++ b/Theriapolis.Tools/Commands/TacticalDump.cs @@ -0,0 +1,147 @@ +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.PixelFormats; +using SixLabors.ImageSharp.Processing; +using Theriapolis.Core; +using Theriapolis.Core.Tactical; +using Theriapolis.Core.World.Generation; + +namespace Theriapolis.Tools.Commands; + +/// +/// tactical-dump --seed <n> --chunk cx,cy --out <file.png> [--data-dir <dir>] +/// +/// Runs the full pipeline, then generates a single tactical chunk and exports +/// it as a PNG. Used during M2 to eyeball biome ground variants, polyline +/// burn-in, and settlement footprints without running the game. +/// +/// Optional --grid 3 — render a 3x3 set of chunks centred on (cx, cy) and stitch +/// them so chunk-boundary continuity is also visible. +/// +public static class TacticalDump +{ + public static int Run(string[] args) + { + ulong seed = 12345; + int cx = 0, cy = 0; + int grid = 1; + string outPath = "tactical.png"; + string dataDir = ResolveDataDir(); + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--seed": + if (i + 1 < args.Length) + { + string raw = args[++i]; + seed = raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase) + ? Convert.ToUInt64(raw[2..], 16) + : ulong.Parse(raw); + } + break; + case "--chunk": + if (i + 1 < args.Length) + { + var parts = args[++i].Split(','); + cx = int.Parse(parts[0]); + cy = int.Parse(parts[1]); + } + break; + case "--grid": + if (i + 1 < args.Length) grid = int.Parse(args[++i]); + break; + case "--out": + if (i + 1 < args.Length) outPath = args[++i]; + break; + case "--data-dir": + if (i + 1 < args.Length) dataDir = args[++i]; + break; + } + } + + Console.WriteLine($"[tactical-dump] seed=0x{seed:X} chunk=({cx},{cy}) grid={grid} out={outPath}"); + if (!Directory.Exists(dataDir)) + { + Console.Error.WriteLine($"Data directory not found: {dataDir}"); + return 1; + } + + var ctx = new WorldGenContext(seed, dataDir) + { + Log = msg => Console.WriteLine(msg), + }; + WorldGenerator.RunAll(ctx); + + int side = C.TACTICAL_CHUNK_SIZE * grid; + using var img = new Image(side, side); + for (int gy = 0; gy < grid; gy++) + for (int gx = 0; gx < grid; gx++) + { + int ccx = cx + gx - grid / 2; + int ccy = cy + gy - grid / 2; + var chunk = TacticalChunkGen.Generate(seed, new ChunkCoord(ccx, ccy), ctx.World); + int ox = gx * C.TACTICAL_CHUNK_SIZE; + int oy = gy * C.TACTICAL_CHUNK_SIZE; + BlitChunk(img, chunk, ox, oy); + } + + img.SaveAsPng(outPath); + Console.WriteLine($"[tactical-dump] wrote {outPath} ({side}x{side})"); + return 0; + } + + private static void BlitChunk(Image img, TacticalChunk chunk, int ox, int oy) + { + for (int ly = 0; ly < C.TACTICAL_CHUNK_SIZE; ly++) + for (int lx = 0; lx < C.TACTICAL_CHUNK_SIZE; lx++) + { + ref var t = ref chunk.Tiles[lx, ly]; + img[ox + lx, oy + ly] = ColorFor(t); + } + } + + private static Rgba32 ColorFor(TacticalTile t) + { + // Decoration overrides surface for visual punch. + if (t.Deco == TacticalDeco.Tree) return new Rgba32(20, 80, 30); + if (t.Deco == TacticalDeco.Bush) return new Rgba32(70, 110, 50); + if (t.Deco == TacticalDeco.Boulder) return new Rgba32(110,100, 90); + if (t.Deco == TacticalDeco.Rock) return new Rgba32(140,130,110); + if (t.Deco == TacticalDeco.Flower) return new Rgba32(220,180,210); + + return t.Surface switch + { + TacticalSurface.DeepWater => new Rgba32(20, 60, 130), + TacticalSurface.ShallowWater => new Rgba32(60, 120, 180), + TacticalSurface.Marsh => new Rgba32(70, 100, 80), + TacticalSurface.Mud => new Rgba32(100, 80, 60), + TacticalSurface.Sand => new Rgba32(220, 200, 150), + TacticalSurface.Snow => new Rgba32(230, 235, 240), + TacticalSurface.Rock => new Rgba32(120, 115, 110), + TacticalSurface.Cobble => new Rgba32(170, 150, 120), + TacticalSurface.Gravel => new Rgba32(150, 140, 110), + TacticalSurface.Wall => new Rgba32(60, 55, 50), + TacticalSurface.Floor => new Rgba32(180, 160, 130), + TacticalSurface.Dirt => new Rgba32(120, 95, 60), + TacticalSurface.TallGrass => new Rgba32(80, 140, 60), + TacticalSurface.Grass => new Rgba32(110, 160, 70), + _ => new Rgba32(255, 0, 255), + }; + } + + private static string ResolveDataDir() + { + string local = Path.Combine(AppContext.BaseDirectory, "Data"); + if (Directory.Exists(local)) return local; + string? dir = AppContext.BaseDirectory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + for (int i = 0; i < 6; i++) + { + if (dir is null) break; + string candidate = Path.Combine(dir, "Content", "Data"); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + return local; + } +} diff --git a/Theriapolis.Tools/Commands/TileAnalyze.cs b/Theriapolis.Tools/Commands/TileAnalyze.cs new file mode 100644 index 0000000..2debad4 --- /dev/null +++ b/Theriapolis.Tools/Commands/TileAnalyze.cs @@ -0,0 +1,288 @@ +using SixLabors.Fonts; +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.Drawing.Processing; +using SixLabors.ImageSharp.PixelFormats; +using SixLabors.ImageSharp.Processing; + +namespace Theriapolis.Tools.Commands; + +/// +/// tile-analyze --dir <path> [--sheet <out.png>] +/// tile-analyze --files <f1.png> <f2.png> ... [--sheet <out.png>] +/// +/// Reports per-tile diagnostics for a folder of 32×32 PNG tiles +/// (typically a Pixellab tiles_pro download). Used to vet tile quality +/// before saving picks into Content/Gfx/tactical/. +/// +/// What it checks: +/// +/// • Border edges (0–4): how many of the four perimeter rows/cols are +/// ≥80% "dark uniform" pixels (max channel ≤ 95 AND max - min ≤ 25). Catches +/// the hard near-black or dark-grey frames that the regular create_tiles_pro +/// path bakes around every tile. Should be 0 for a clean surface tile. +/// +/// • Opaque %: fraction of pixels with α ≥ 128. Catches the failure +/// mode where a "marsh" or other prompt produces transparent decoration +/// sprites instead of edge-to-edge surface tiles. Surface tiles want ~100%; +/// decoration sprites are typically 30–70%. +/// +/// • Shadow scores (top/bot/lef/rig): brightness drop on each edge +/// versus the interior average. Positive = edge is darker than interior. +/// The pseudo-3D shading that tile_view: "low top-down" bakes in +/// shows up here as a +50 to +90 drop on the bottom and right edges that +/// the border detector misses (the colors aren't black-uniform, just +/// darker). Anything > 30 is a red flag for tiling: adjacent tiles will +/// show a visible diagonal grid of dark seams. +/// +/// Optionally writes a labeled 4×-upscaled contact sheet so you can present +/// the batch to a user for picks. Labels turn ORANGE for any tile that fails +/// any check (borders > 0, opaque < 95%, or shadow > threshold). +/// +/// See theriapolis-tile-generation-handoff.md for the full Pixellab +/// MCP workflow this tool slots into. +/// +public static class TileAnalyze +{ + public static int Run(string[] args) + { + string? dir = null; + string? sheetOut = null; + var explicitFiles = new List(); + int shadowThreshold = 30; + int upscale = 4; + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--dir": + if (i + 1 < args.Length) dir = args[++i]; + break; + case "--sheet": + if (i + 1 < args.Length) sheetOut = args[++i]; + break; + case "--shadow-threshold": + if (i + 1 < args.Length) shadowThreshold = int.Parse(args[++i]); + break; + case "--upscale": + if (i + 1 < args.Length) upscale = int.Parse(args[++i]); + break; + case "--files": + while (i + 1 < args.Length && !args[i + 1].StartsWith("--")) + explicitFiles.Add(args[++i]); + break; + } + } + + List files; + if (dir is not null) + { + if (!Directory.Exists(dir)) + { + Console.Error.WriteLine($"Directory not found: {dir}"); + return 1; + } + // Sort numerically when the filename is tile_N.png — common Pixellab layout. + files = Directory.EnumerateFiles(dir, "*.png") + .OrderBy(NumericOrderKey) + .ToList(); + } + else if (explicitFiles.Count > 0) + { + files = explicitFiles; + } + else + { + PrintHelp(); + return 1; + } + if (files.Count == 0) { Console.Error.WriteLine("No PNGs found."); return 1; } + + var stats = new List(files.Count); + Console.WriteLine($"Analyzing {files.Count} tiles (shadow threshold {shadowThreshold})\n"); + Console.WriteLine($"{"file",-32} | brd | op% | int | top bot lef rig | verdict"); + Console.WriteLine(new string('-', 90)); + foreach (var path in files) + { + using var img = Image.Load(path); + var st = AnalyzeTile(path, img); + stats.Add(st); + int maxShadow = Math.Max(Math.Max(Math.Abs(st.TopDiff), Math.Abs(st.BotDiff)), + Math.Max(Math.Abs(st.LefDiff), Math.Abs(st.RigDiff))); + string verdict = (st.BorderEdges == 0 && st.OpaquePct >= 95 && maxShadow <= shadowThreshold) + ? "ok" + : "⚠"; + Console.WriteLine( + $"{Path.GetFileNameWithoutExtension(path),-32} | {st.BorderEdges} | {st.OpaquePct,3}% | {st.InteriorBrightness,3} |" + + $" {st.TopDiff,4} {st.BotDiff,4} {st.LefDiff,4} {st.RigDiff,4} | {verdict}"); + } + + if (sheetOut is not null) + { + BuildContactSheet(files, stats, sheetOut, upscale, shadowThreshold); + Console.WriteLine($"\nContact sheet: {sheetOut}"); + } + return 0; + } + + // Numeric key so "tile_2" sorts before "tile_10". + private static (int, string) NumericOrderKey(string path) + { + var name = Path.GetFileNameWithoutExtension(path); + int u = name.LastIndexOf('_'); + if (u >= 0 && int.TryParse(name[(u + 1)..], out var n)) return (n, name); + return (int.MaxValue, name); + } + + // ── Detector logic ──────────────────────────────────────────────────── + + public readonly record struct TileStat( + int BorderEdges, + int OpaquePct, + int InteriorBrightness, + int TopDiff, + int BotDiff, + int LefDiff, + int RigDiff); + + public static TileStat AnalyzeTile(string path, Image img) + { + int border = CountBorderEdges(img); + int opaque = CountOpaqueFraction(img); + var (interior, top, bot, lef, rig) = ShadowScores(img); + return new TileStat(border, opaque, interior, top, bot, lef, rig); + } + + /// + /// "Border" pixel: alpha ≥ 128 AND max channel ≤ 95 AND (max - min) ≤ 25. + /// Catches the dark-uniform frames Pixellab bakes around tiles. + /// + private static bool IsBorderPixel(Rgba32 p) + { + if (p.A < 128) return false; + int max = Math.Max(p.R, Math.Max(p.G, p.B)); + int min = Math.Min(p.R, Math.Min(p.G, p.B)); + return max <= 95 && (max - min) <= 25; + } + + /// Number of edges (0–4) where ≥80% of perimeter pixels are border-pixels. + public static int CountBorderEdges(Image img) + { + int w = img.Width, h = img.Height; + int top = 0, bot = 0, lef = 0, rig = 0; + for (int x = 0; x < w; x++) + { + if (IsBorderPixel(img[x, 0])) top++; + if (IsBorderPixel(img[x, h - 1])) bot++; + } + for (int y = 0; y < h; y++) + { + if (IsBorderPixel(img[0, y])) lef++; + if (IsBorderPixel(img[w - 1, y])) rig++; + } + int edges = 0; + if (top >= w * 0.8) edges++; + if (bot >= w * 0.8) edges++; + if (lef >= h * 0.8) edges++; + if (rig >= h * 0.8) edges++; + return edges; + } + + /// Percent (0–100) of pixels with alpha ≥ 128. + public static int CountOpaqueFraction(Image img) + { + int total = img.Width * img.Height, opaque = 0; + for (int y = 0; y < img.Height; y++) + for (int x = 0; x < img.Width; x++) + if (img[x, y].A >= 128) opaque++; + return (int)(opaque * 100.0 / total); + } + + /// + /// Edge-vs-interior brightness drop for each side. Positive value = edge + /// is darker than interior (= bad: baked-in shadow gradient). + /// Interior excludes a 4-pixel margin so it's the "true" middle. + /// + public static (int interior, int topDiff, int botDiff, int lefDiff, int rigDiff) ShadowScores(Image img) + { + int w = img.Width, h = img.Height; + long ir = 0, ig = 0, ib = 0, ic = 0; + for (int y = 4; y < h - 4; y++) + for (int x = 4; x < w - 4; x++) + { + var p = img[x, y]; if (p.A < 128) continue; + ir += p.R; ig += p.G; ib += p.B; ic++; + } + if (ic == 0) return (0, 0, 0, 0, 0); + int avgR = (int)(ir / ic), avgG = (int)(ig / ic), avgB = (int)(ib / ic); + int interior = (avgR + avgG + avgB) / 3; + + int EdgeBrightness(Func sel, int len) + { + long er = 0, eg = 0, eb = 0; + for (int i = 0; i < len; i++) + { + var (x, y) = sel(i); + var p = img[x, y]; + er += p.R; eg += p.G; eb += p.B; + } + return ((int)(er / len) + (int)(eg / len) + (int)(eb / len)) / 3; + } + int top = EdgeBrightness(i => (i, 0), w); + int bot = EdgeBrightness(i => (i, h - 1), w); + int lef = EdgeBrightness(i => (0, i), h); + int rig = EdgeBrightness(i => (w - 1, i), h); + return (interior, interior - top, interior - bot, interior - lef, interior - rig); + } + + // ── Contact sheet ───────────────────────────────────────────────────── + + private static void BuildContactSheet( + List files, List stats, string outPath, + int upscale, int shadowThreshold) + { + int n = files.Count; + int cols = (int)Math.Ceiling(Math.Sqrt(n)); + int rows = (int)Math.Ceiling((double)n / cols); + int cell = 32, gap = 6, label = 30; + int side = cell * upscale; + int sheetW = side * cols + (cols + 1) * gap; + int sheetH = (side + label) * rows + (rows + 1) * gap; + var family = SystemFonts.Get("Consolas"); + var font = family.CreateFont(10f, FontStyle.Regular); + + using var sheet = new Image(sheetW, sheetH, new Rgba32(40, 40, 40)); + for (int i = 0; i < n; i++) + { + using var t = Image.Load(files[i]); + t.Mutate(x => x.Resize(side, side, KnownResamplers.NearestNeighbor)); + int cx = (i % cols) * (side + gap) + gap; + int cy = (i / cols) * (side + label + gap) + gap; + sheet.Mutate(x => x.DrawImage(t, new Point(cx, cy), 1f)); + + var st = stats[i]; + int maxShadow = Math.Max(Math.Max(Math.Abs(st.TopDiff), Math.Abs(st.BotDiff)), + Math.Max(Math.Abs(st.LefDiff), Math.Abs(st.RigDiff))); + bool ok = st.BorderEdges == 0 && st.OpaquePct >= 95 && maxShadow <= shadowThreshold; + var col = ok ? Color.LightGreen : Color.Orange; + string idx = Path.GetFileNameWithoutExtension(files[i]); + sheet.Mutate(x => x.DrawText( + $"{idx} b:{st.BorderEdges} op:{st.OpaquePct}%", + font, col, new PointF(cx + 4, cy + side + 2))); + sheet.Mutate(x => x.DrawText( + $"sh t/b/l/r: {st.TopDiff,3} {st.BotDiff,3} {st.LefDiff,3} {st.RigDiff,3}", + font, col, new PointF(cx + 4, cy + side + 14))); + } + sheet.Save(outPath); + } + + private static void PrintHelp() + { + Console.WriteLine("Usage:"); + Console.WriteLine(" tile-analyze --dir [--sheet ] [--shadow-threshold N] [--upscale N]"); + Console.WriteLine(" tile-analyze --files ... [--sheet ]"); + Console.WriteLine(); + Console.WriteLine("Reports border edges, opaque %, and shadow gradients per tile,"); + Console.WriteLine("optionally writing a labeled contact sheet for visual review."); + } +} diff --git a/Theriapolis.Tools/Commands/TileInspect.cs b/Theriapolis.Tools/Commands/TileInspect.cs new file mode 100644 index 0000000..accc003 --- /dev/null +++ b/Theriapolis.Tools/Commands/TileInspect.cs @@ -0,0 +1,228 @@ +using Theriapolis.Core; +using Theriapolis.Core.Util; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Tools.Commands; + +/// +/// tile-inspect --seed <n> --tile X,Y [--radius N] [--data-dir <dir>] +/// +/// Runs the full pipeline headless and prints every road / rail / river polyline +/// and every bridge whose geometry passes within radius tiles of (X, Y), +/// along with the raw point sequence. Intended for diagnosing drawing bugs +/// reported from the in-game debug overlay. +/// +public static class TileInspect +{ + public static int Run(string[] args) + { + ulong seed = 12345; + string dataDir = ResolveDataDir(); + int tx = -1, ty = -1; + int radius = 3; + bool dumpAll = false; + int stopAtStage = -1; + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--dump-all": + dumpAll = true; + break; + case "--stop-at-stage": + if (i + 1 < args.Length && int.TryParse(args[++i], out int s)) stopAtStage = s; + break; + case "--seed": + if (i + 1 < args.Length) + { + string raw = args[++i]; + seed = raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase) + ? Convert.ToUInt64(raw[2..], 16) + : ulong.Parse(raw); + } + break; + case "--tile": + if (i + 1 < args.Length) + { + var parts = args[++i].Split(','); + if (parts.Length == 2 && int.TryParse(parts[0], out tx) && int.TryParse(parts[1], out ty)) { } + } + break; + case "--radius": + if (i + 1 < args.Length && int.TryParse(args[++i], out int r)) radius = r; + break; + case "--data-dir": + if (i + 1 < args.Length) dataDir = args[++i]; + break; + } + } + + if (tx < 0 || ty < 0) + { + Console.Error.WriteLine("tile-inspect: --tile X,Y is required"); + return 1; + } + + // Optional --crop-png outPath argument — writes a crop of the biome+feature map. + string? cropPath = null; + for (int i = 0; i < args.Length - 1; i++) + if (args[i].Equals("--crop-png", StringComparison.OrdinalIgnoreCase)) + cropPath = args[i + 1]; + + Console.WriteLine($"[tile-inspect] seed={seed} tile=({tx},{ty}) radius={radius}" + (stopAtStage >= 0 ? $" stopAtStage={stopAtStage}" : "")); + var ctx = new WorldGenContext(seed, dataDir); + if (stopAtStage >= 0) + WorldGenerator.RunThrough(ctx, stopAtStage); + else + WorldGenerator.RunAll(ctx); + var world = ctx.World; + + int px = C.WORLD_TILE_PIXELS; + float rpx = radius * px; + float rpxSq = rpx * rpx; + Vec2 target = new(tx * px + px * 0.5f, ty * px + px * 0.5f); + + // ── Tile state ──────────────────────────────────────────────────────── + Console.WriteLine(); + Console.WriteLine("== Tile state =="); + for (int dy = -1; dy <= 1; dy++) + for (int dx = -1; dx <= 1; dx++) + { + int nx = tx + dx, ny = ty + dy; + if ((uint)nx >= C.WORLD_WIDTH_TILES || (uint)ny >= C.WORLD_HEIGHT_TILES) continue; + ref var t = ref world.TileAt(nx, ny); + Console.WriteLine($" ({nx,4},{ny,4}) biome={t.Biome,-20} flags={t.Features,-40} riverDir={DirName(t.RiverFlowDir)} railDir={DirName(t.RailDir)}"); + } + + // ── Polylines passing near the tile ─────────────────────────────────── + PrintPolylines("Rivers", world.Rivers, target, rpxSq, px, dumpAll); + PrintPolylines("Roads", world.Roads, target, rpxSq, px, dumpAll); + PrintPolylines("Rails", world.Rails, target, rpxSq, px, dumpAll); + + // ── River bounding boxes (to find rivers visible but not indexed near the tile) ── + Console.WriteLine(); + Console.WriteLine($"== All {world.Rivers.Count} rivers (bounding box in tiles) =="); + foreach (var r in world.Rivers) + { + if (r.Points.Count < 2) continue; + float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue; + foreach (var p in r.Points) { if (p.XmaxX)maxX=p.X; if (p.Y>maxY)maxY=p.Y; } + Console.WriteLine($" [id={r.Id}] class={r.RiverClassification} flow={r.FlowAccumulation} pts={r.Points.Count} tiles x=[{(int)(minX/px),4}..{(int)(maxX/px),4}] y=[{(int)(minY/px),4}..{(int)(maxY/px),4}] first=({r.Points[0].X:F0},{r.Points[0].Y:F0}) last=({r.Points[^1].X:F0},{r.Points[^1].Y:F0})"); + } + + // ── Tiles flagged HasRiver near target, with source polyline ────────── + Console.WriteLine(); + Console.WriteLine($"== HasRiver tiles within {radius} of ({tx},{ty}) =="); + int hits = 0; + for (int yy = Math.Max(0, ty - radius); yy <= Math.Min(C.WORLD_HEIGHT_TILES - 1, ty + radius); yy++) + for (int xx = Math.Max(0, tx - radius); xx <= Math.Min(C.WORLD_WIDTH_TILES - 1, tx + radius); xx++) + { + if ((world.Tiles[xx, yy].Features & FeatureFlags.HasRiver) != 0) + { + Console.WriteLine($" ({xx,4},{yy,4})"); + hits++; + } + } + if (hits == 0) Console.WriteLine(" (none)"); + + // ── Settlements within radius ──────────────────────────────────────── + Console.WriteLine(); + Console.WriteLine($"== Settlements within {radius} tiles =="); + foreach (var s in world.Settlements) + { + int dt = Math.Max(Math.Abs(s.TileX - tx), Math.Abs(s.TileY - ty)); + if (dt <= radius) + Console.WriteLine($" id={s.Id,4} tier={s.Tier} poi={s.IsPoi} tile=({s.TileX,4},{s.TileY,4}) dt={dt}"); + } + + // ── Bridges near the tile ───────────────────────────────────────────── + Console.WriteLine(); + Console.WriteLine($"== Bridges (all {world.Bridges.Count}) =="); + foreach (var b in world.Bridges) + { + int btx = (int)(b.WorldPixelX / px); + int bty = (int)(b.WorldPixelY / px); + int dt = Math.Max(Math.Abs(btx - tx), Math.Abs(bty - ty)); + if (dt <= radius + 2) + Console.WriteLine($" roadId={b.RoadId,4} tile=({btx,4},{bty,4}) deck=({b.Start.X:F1},{b.Start.Y:F1})-({b.End.X:F1},{b.End.Y:F1})"); + } + + return 0; + } + + private static void PrintPolylines(string label, List polys, Vec2 target, float rpxSq, int px, bool dumpAll) + { + Console.WriteLine(); + Console.WriteLine($"== {label} near tile =="); + for (int pi = 0; pi < polys.Count; pi++) + { + var p = polys[pi]; + if (p.Points.Count < 2) continue; + + // Find closest segment + float bestSq = float.MaxValue; + int bestIdx = -1; + for (int i = 0; i < p.Points.Count - 1; i++) + { + float dSq = NearestPointOnSegment(target, p.Points[i], p.Points[i + 1], out _); + if (dSq < bestSq) { bestSq = dSq; bestIdx = i; } + } + if (bestSq > rpxSq) continue; + + string endpointInfo = p.Type == PolylineType.Road ? $" from={p.FromSettlementId} to={p.ToSettlementId}" : ""; + Console.WriteLine($" [id={p.Id}] type={p.Type} class={(p.Type == PolylineType.Road ? p.RoadClassification.ToString() : p.RiverClassification.ToString())} pts={p.Points.Count}{endpointInfo} closestSeg=#{bestIdx} dist={MathF.Sqrt(bestSq) / px:F2}tiles"); + int ctxStart = dumpAll ? 0 : Math.Max(0, bestIdx - 2); + int ctxEnd = dumpAll ? p.Points.Count - 1 : Math.Min(p.Points.Count - 1, bestIdx + 3); + for (int i = ctxStart; i <= ctxEnd; i++) + { + int t0x = (int)(p.Points[i].X / px); + int t0y = (int)(p.Points[i].Y / px); + string marker = i == bestIdx ? " <-" : ""; + Console.WriteLine($" pt[{i,3}] world=({p.Points[i].X,7:F1},{p.Points[i].Y,7:F1}) tile=({t0x,4},{t0y,4}){marker}"); + } + } + } + + private static float NearestPointOnSegment(Vec2 p, Vec2 a, Vec2 b, out Vec2 nearest) + { + Vec2 ab = b - a; + float lenSq = ab.LengthSquared; + if (lenSq < 1e-8f) { nearest = a; return Vec2.DistSq(p, a); } + float t = Math.Clamp(Vec2.Dot(p - a, ab) / lenSq, 0f, 1f); + nearest = a + ab * t; + return Vec2.DistSq(p, nearest); + } + + private static string DirName(byte d) => d switch + { + Dir.None => "—", + Dir.N => "N", + Dir.NE => "NE", + Dir.E => "E", + Dir.SE => "SE", + Dir.S => "S", + Dir.SW => "SW", + Dir.W => "W", + Dir.NW => "NW", + _ => $"?{d}", + }; + + private static string ResolveDataDir() + { + string local = Path.Combine(AppContext.BaseDirectory, "Data"); + if (Directory.Exists(local)) return local; + + string? dir = AppContext.BaseDirectory.TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + for (int i = 0; i < 6; i++) + { + if (dir is null) break; + string candidate = Path.Combine(dir, "Content", "Data"); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + return local; + } +} diff --git a/Theriapolis.Tools/Commands/WorldgenDump.cs b/Theriapolis.Tools/Commands/WorldgenDump.cs new file mode 100644 index 0000000..c811fb6 --- /dev/null +++ b/Theriapolis.Tools/Commands/WorldgenDump.cs @@ -0,0 +1,353 @@ +using SixLabors.ImageSharp; +using SixLabors.ImageSharp.PixelFormats; +using Theriapolis.Core; +using Theriapolis.Core.Data; +using Theriapolis.Core.World; +using Theriapolis.Core.World.Generation; +using Theriapolis.Core.World.Generation.Stages; +using Theriapolis.Core.World.Polylines; + +namespace Theriapolis.Tools.Commands; + +/// +/// worldgen-dump --seed <n> --out <file.png> [--data-dir <dir>] +/// +/// Runs the full pipeline headless and exports a PNG of the biome map overlaid +/// with rivers (blue), roads (tan), rail (dark), and settlement icons. +/// +public static class WorldgenDump +{ + public static int Run(string[] args) + { + ulong seed = 12345; + string outPath = "world.png"; + string dataDir = ResolveDataDir(); + bool showViolations = false; + + for (int i = 0; i < args.Length; i++) + { + switch (args[i].ToLowerInvariant()) + { + case "--seed": + if (i + 1 < args.Length) + { + string raw = args[++i]; + if (raw.StartsWith("0x", StringComparison.OrdinalIgnoreCase)) + seed = Convert.ToUInt64(raw[2..], 16); + else + seed = ulong.Parse(raw); + } + break; + case "--out": + if (i + 1 < args.Length) outPath = args[++i]; + break; + case "--data-dir": + if (i + 1 < args.Length) dataDir = args[++i]; + break; + case "--show-violations": + showViolations = true; + break; + } + } + + Console.WriteLine($"[worldgen-dump] seed=0x{seed:X} out={outPath} data-dir={dataDir}"); + + if (!Directory.Exists(dataDir)) + { + Console.Error.WriteLine($"Data directory not found: {dataDir}"); + return 1; + } + + var ctx = new WorldGenContext(seed, dataDir) + { + ProgressCallback = (name, frac) => + Console.Write($"\r {name,-28} {frac * 100f:F0}% "), + Log = msg => Console.WriteLine(msg), + }; + + WorldGenerator.RunAll(ctx); + Console.WriteLine(); + + // Collect biome colours from the loaded BiomeDef array + var colorMap = BuildColorMap(ctx.World.BiomeDefs!); + + int W = C.WORLD_WIDTH_TILES; + int H = C.WORLD_HEIGHT_TILES; + using var image = new Image(W, H); + + // ── 1. Biome base layer ─────────────────────────────────────────────── + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + var biome = ctx.World.Tiles[tx, ty].Biome; + if (!colorMap.TryGetValue(biome, out var px)) + px = new Rgb24(255, 0, 255); + image[tx, ty] = px; + } + + if (showViolations) + OverlayViolations(image, ctx, W, H); + + // ── 2. Roads ───────────────────────────────────────────────────────── + foreach (var road in ctx.World.Roads) + { + var color = road.RoadClassification switch + { + RoadType.Highway => new Rgb24(210, 180, 80), + RoadType.PostRoad => new Rgb24(180, 155, 70), + _ => new Rgb24(150, 130, 90), + }; + DrawPolyline(image, road, color, W, H); + } + + // ── 3. Rivers ───────────────────────────────────────────────────────── + foreach (var river in ctx.World.Rivers) + { + var color = river.RiverClassification switch + { + RiverClass.MajorRiver => new Rgb24(40, 100, 200), + RiverClass.River => new Rgb24(60, 120, 200), + _ => new Rgb24(100, 150, 220), + }; + DrawPolyline(image, river, color, W, H); + } + + // ── 4. Rail ─────────────────────────────────────────────────────────── + var railColor = new Rgb24(80, 65, 50); + foreach (var rail in ctx.World.Rails) + DrawPolyline(image, rail, railColor, W, H); + + // ── 4b. Bridges ────────────────────────────────────────────────────── + var bridgeColor = new Rgb24(160, 140, 100); + foreach (var bridge in ctx.World.Bridges) + { + int bx = (int)(bridge.WorldPixelX / C.WORLD_TILE_PIXELS); + int by = (int)(bridge.WorldPixelY / C.WORLD_TILE_PIXELS); + // Draw a small cross at the bridge location + for (int d = -1; d <= 1; d++) + { + int px = bx + d, py = by; + if ((uint)px < (uint)W && (uint)py < (uint)H) image[px, py] = bridgeColor; + px = bx; py = by + d; + if ((uint)px < (uint)W && (uint)py < (uint)H) image[px, py] = bridgeColor; + } + } + + // ── 5. Settlements ──────────────────────────────────────────────────── + foreach (var s in ctx.World.Settlements) + { + var (color, radius) = s.Tier switch + { + 1 => (new Rgb24(255, 215, 0), 4), // gold, capital + 2 => (new Rgb24(230, 230, 230), 3), // white, city + 3 => (new Rgb24(150, 200, 255), 2), // blue, town + 4 => (new Rgb24(200, 200, 200), 1), // grey, village + _ => (new Rgb24(200, 60, 60), 1), // red, PoI + }; + DrawDot(image, s.TileX, s.TileY, color, radius, W, H); + } + + // ── 6. Biome coverage stats ──────────────────────────────────────────── + PrintBiomeCoverage(ctx, W, H); + + // ── 7. Settlement summary ───────────────────────────────────────────── + PrintSettlementSummary(ctx); + + image.Save(outPath); + Console.WriteLine($"[worldgen-dump] Saved {outPath} ({W}×{H} px)"); + return 0; + } + + private static void DrawPolyline(Image img, Polyline poly, Rgb24 color, int W, int H) + { + var pts = poly.Points; + if (pts.Count < 2) return; + for (int i = 0; i < pts.Count - 1; i++) + { + int x0 = (int)(pts[i].X / C.WORLD_TILE_PIXELS); + int y0 = (int)(pts[i].Y / C.WORLD_TILE_PIXELS); + int x1 = (int)(pts[i + 1].X / C.WORLD_TILE_PIXELS); + int y1 = (int)(pts[i + 1].Y / C.WORLD_TILE_PIXELS); + BresenhamLine(img, x0, y0, x1, y1, color, W, H); + } + } + + private static void BresenhamLine(Image img, int x0, int y0, int x1, int y1, Rgb24 color, int W, int H) + { + int dx = Math.Abs(x1 - x0), dy = Math.Abs(y1 - y0); + int sx = x0 < x1 ? 1 : -1, sy = y0 < y1 ? 1 : -1; + int err = dx - dy; + while (true) + { + if ((uint)x0 < (uint)W && (uint)y0 < (uint)H) + img[x0, y0] = color; + if (x0 == x1 && y0 == y1) break; + int e2 = 2 * err; + if (e2 > -dy) { err -= dy; x0 += sx; } + if (e2 < dx) { err += dx; y0 += sy; } + } + } + + private static void DrawDot(Image img, int cx, int cy, Rgb24 color, int radius, int W, int H) + { + for (int dy = -radius; dy <= radius; dy++) + for (int dx = -radius; dx <= radius; dx++) + { + if (dx * dx + dy * dy > radius * radius) continue; + int nx = cx + dx, ny = cy + dy; + if ((uint)nx < (uint)W && (uint)ny < (uint)H) + img[nx, ny] = color; + } + } + + private static void OverlayViolations(Image image, WorldGenContext ctx, int W, int H) + { + var viols = BorderDistortionGenStage.FindStraightViolations(ctx); + var byLen = viols.OrderByDescending(v => v.len).ToList(); + Console.WriteLine($"[worldgen-dump] Total straight-run violations: {viols.Count}"); + + var buckets = new (int min, int max, int count)[] + { + (6, 7, 0), (8, 9, 0), (10, 11, 0), (12, 14, 0), + (15, 19, 0), (20, 29, 0), (30, 49, 0), (50, 99, 0), + }; + foreach (var v in viols) + { + for (int i = 0; i < buckets.Length; i++) + { + if (v.len >= buckets[i].min && v.len <= buckets[i].max) + { + buckets[i].count++; + break; + } + } + } + Console.WriteLine($"[worldgen-dump] Run length distribution:"); + foreach (var b in buckets) + Console.WriteLine($" len {b.min,2}-{b.max,2}: {b.count,5}"); + + Console.WriteLine($"[worldgen-dump] Top 25 longest runs:"); + for (int i = 0; i < Math.Min(25, byLen.Count); i++) + { + var v = byLen[i]; + string orient = (v.dx, v.dy) switch + { + (1, 0) => "→", + (0, 1) => "↓", + (1, 1) => "↘", + (1,-1) => "↗", + _ => "?", + }; + Console.WriteLine($" #{i+1,2} ({v.x,4},{v.y,4}) {orient} len={v.len}"); + } + + var red = new Rgb24(255, 0, 0); + int overlayCount = Math.Min(50, byLen.Count); + for (int i = 0; i < overlayCount; i++) + { + var v = byLen[i]; + int px = v.x, py = v.y; + for (int step = 0; step < v.len; step++) + { + if ((uint)px < (uint)W && (uint)py < (uint)H) + image[px, py] = red; + px += v.dx; + py += v.dy; + } + } + } + + private static void PrintBiomeCoverage(WorldGenContext ctx, int W, int H) + { + var biomeCounts = new Dictionary(); + int total = W * H; + for (int ty = 0; ty < H; ty++) + for (int tx = 0; tx < W; tx++) + { + var b = ctx.World.Tiles[tx, ty].Biome; + biomeCounts.TryGetValue(b, out int c); + biomeCounts[b] = c + 1; + } + int oceanCount = biomeCounts.GetValueOrDefault(BiomeId.Ocean); + int landTotal = total - oceanCount; + Console.WriteLine($"[worldgen-dump] Biome coverage: ocean={100.0 * oceanCount / total:F1}%, land tiles={landTotal}"); + foreach (var kv in biomeCounts.OrderByDescending(kv => kv.Value)) + { + if (kv.Key == BiomeId.Ocean) continue; + double pct = landTotal > 0 ? 100.0 * kv.Value / landTotal : 0; + Console.WriteLine($" {kv.Key,-22} {pct,6:F2}% ({kv.Value} tiles)"); + } + } + + private static void PrintSettlementSummary(WorldGenContext ctx) + { + var ss = ctx.World.Settlements; + if (ss.Count == 0) return; + Console.WriteLine($"[worldgen-dump] Settlements: {ss.Count} total"); + for (int tier = 1; tier <= 4; tier++) + { + var ts = ss.Where(s => s.Tier == tier && !s.IsPoi).ToList(); + Console.WriteLine($" Tier {tier}: {ts.Count}"); + foreach (var s in ts) + Console.WriteLine($" [{s.TileX,4},{s.TileY,4}] {s.Name,-24} {s.Economy,-14} wealth={s.WealthLevel:F2}"); + } + int poiCount = ss.Count(s => s.IsPoi); + Console.WriteLine($" PoIs: {poiCount}"); + Console.WriteLine($"[worldgen-dump] Rivers: {ctx.World.Rivers.Count}, Roads: {ctx.World.Roads.Count}, Rails: {ctx.World.Rails.Count}, Bridges: {ctx.World.Bridges.Count}"); + } + + private static Dictionary BuildColorMap(BiomeDef[] defs) + { + var map = new Dictionary(); + foreach (var def in defs) + { + var biomeId = ParseBiomeId(def.Id); + var (r, g, b) = def.ParsedColor(); + map[biomeId] = new Rgb24(r, g, b); + } + return map; + } + + private static BiomeId ParseBiomeId(string id) => id.ToLowerInvariant() switch + { + "ocean" => BiomeId.Ocean, + "tundra" => BiomeId.Tundra, + "boreal" => BiomeId.Boreal, + "temperate_deciduous" => BiomeId.TemperateDeciduous, + "temperate_grassland" => BiomeId.TemperateGrassland, + "mountain_alpine" => BiomeId.MountainAlpine, + "mountain_forested" => BiomeId.MountainForested, + "subtropical_forest" => BiomeId.SubtropicalForest, + "wetland" => BiomeId.Wetland, + "coastal" => BiomeId.Coastal, + "river_valley" => BiomeId.RiverValley, + "scrubland" => BiomeId.Scrubland, + "desert_cold" => BiomeId.DesertCold, + "forest_edge" => BiomeId.ForestEdge, + "foothills" => BiomeId.Foothills, + "marsh_edge" => BiomeId.MarshEdge, + "beach" => BiomeId.Beach, + "cliff" => BiomeId.Cliff, + "tidal_flat" => BiomeId.TidalFlat, + "mangrove" => BiomeId.Mangrove, + _ => BiomeId.TemperateGrassland, + }; + + private static string ResolveDataDir() + { + string local = Path.Combine(AppContext.BaseDirectory, "Data"); + if (Directory.Exists(local)) return local; + + string? dir = AppContext.BaseDirectory.TrimEnd( + Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar); + for (int i = 0; i < 6; i++) + { + if (dir is null) break; + string candidate = Path.Combine(dir, "Content", "Data"); + if (Directory.Exists(candidate)) return candidate; + dir = Path.GetDirectoryName(dir); + } + + return local; + } +} diff --git a/Theriapolis.Tools/Program.cs b/Theriapolis.Tools/Program.cs new file mode 100644 index 0000000..4708110 --- /dev/null +++ b/Theriapolis.Tools/Program.cs @@ -0,0 +1,100 @@ +using Theriapolis.Tools.Commands; + +if (args.Length == 0) +{ + PrintHelp(); + return 0; +} + +return args[0].ToLowerInvariant() switch +{ + "hello" => Hello(), + "worldgen-dump" => WorldgenDump.Run(args[1..]), + "settlement-report" => SettlementReport.Run(args[1..]), + "tile-inspect" => TileInspect.Run(args[1..]), + "tactical-dump" => TacticalDump.Run(args[1..]), + "tile-analyze" => TileAnalyze.Run(args[1..]), + "content-validate" => ContentValidate.Run(args[1..]), + "character-roll" => CharacterRoll.Run(args[1..]), + "combat-duel" => CombatDuel.Run(args[1..]), + "settlement-render" => SettlementRender.Run(args[1..]), + "dialogue-validate" => DialogueValidate.Run(args[1..]), + "quest-validate" => QuestValidate.Run(args[1..]), + "dungeon-render" => DungeonRender.Run(args[1..]), + _ => Unknown(args[0]), +}; + +static int Hello() +{ + var asm = typeof(Theriapolis.Core.C).Assembly; + var ver = asm.GetName().Version?.ToString() ?? "0.0.0.0"; + Console.WriteLine($"Theriapolis Tools — Core version {ver}"); + return 0; +} + +static int Unknown(string cmd) +{ + Console.Error.WriteLine($"Unknown command: {cmd}"); + PrintHelp(); + return 1; +} + +static void PrintHelp() +{ + Console.WriteLine("Theriapolis Tools"); + Console.WriteLine(); + Console.WriteLine("Commands:"); + Console.WriteLine(" hello Print version."); + Console.WriteLine(" worldgen-dump --seed Run full pipeline and export biome+feature map PNG."); + Console.WriteLine(" --out "); + Console.WriteLine(" [--data-dir ]"); + Console.WriteLine(" [--show-violations]"); + Console.WriteLine(" settlement-report --seed Run full pipeline and print settlement report."); + Console.WriteLine(" [--data-dir ]"); + Console.WriteLine(" tile-inspect --seed Print polylines/bridges near a reported tile."); + Console.WriteLine(" --tile X,Y (for debugging bug reports from the in-game overlay)"); + Console.WriteLine(" [--radius N] (default 3)"); + Console.WriteLine(" [--data-dir ]"); + Console.WriteLine(" tactical-dump --seed Run full pipeline and export a tactical chunk PNG."); + Console.WriteLine(" --chunk cx,cy"); + Console.WriteLine(" [--grid N] (NxN chunks centered on cx,cy; default 1)"); + Console.WriteLine(" [--out ]"); + Console.WriteLine(" [--data-dir ]"); + Console.WriteLine(" tile-analyze --dir Vet a directory of 32x32 tile PNGs (typically"); + Console.WriteLine(" a Pixellab tiles_pro download). Reports per-tile"); + Console.WriteLine(" [--sheet ] border edges, opaque %, and shadow gradient scores."); + Console.WriteLine(" [--shadow-threshold N] Optionally writes a labeled contact sheet."); + Console.WriteLine(" [--upscale N] See theriapolis-tile-generation-handoff.md."); + Console.WriteLine(" content-validate Load every Phase 5 JSON content file and run"); + Console.WriteLine(" [--data-dir ] per-file + cross-file referential checks. CI gate."); + Console.WriteLine(" character-roll Build a sample character via CharacterBuilder and"); + Console.WriteLine(" [--seed N] dump the resulting stat block. Useful for verifying"); + Console.WriteLine(" [--clade ID] determinism, balance sweeps, and content edits."); + Console.WriteLine(" [--species ID] Defaults: canidae / wolf / fangsworn / pack_raised."); + Console.WriteLine(" [--class ID]"); + Console.WriteLine(" [--background ID]"); + Console.WriteLine(" [--name STR]"); + Console.WriteLine(" [--roll] Use 4d6-drop-lowest (otherwise Standard Array)."); + Console.WriteLine(" [--ms-override N] Pin the roll seed for reproducibility."); + Console.WriteLine(" combat-duel Run a deterministic scripted duel between two"); + Console.WriteLine(" [--seed N] combatants and print the encounter log. Combatants"); + Console.WriteLine(" [--a SPEC] may be NPC template ids (\"brigand_footpad\", \"wolf\")"); + Console.WriteLine(" [--b SPEC] or character specs (\"char:canidae:wolf:fangsworn:"); + Console.WriteLine(" [--rounds N] pack_raised\"). Defaults brigand_footpad vs wolf at"); + Console.WriteLine(" seed 42 with a 20-round cap."); + Console.WriteLine(" settlement-render Phase 6 M0 — stamp a settlement and export PNG."); + Console.WriteLine(" [--seed N] Defaults seed=12345, first Tier-1 anchor."); + Console.WriteLine(" [--settlement S] Anchor name (\"millhaven\") or numeric id."); + Console.WriteLine(" [--pad N] Extra chunks of context around the settlement."); + Console.WriteLine(" [--out file.png] Output path."); + Console.WriteLine(" [--data-dir ]"); + Console.WriteLine(" dialogue-validate Phase 6 M3 — load every dialogues/*.json and run"); + Console.WriteLine(" [--data-dir ] structural + reachability checks. CI gate."); + Console.WriteLine(" quest-validate Phase 6 M4 — load every quests/*.json and run"); + Console.WriteLine(" [--data-dir ] structural + reachability checks. CI gate."); + Console.WriteLine(" dungeon-render Phase 7 M0 — render a single room template's"); + Console.WriteLine(" --template ID ASCII grid to PNG. M1 will add full procedural"); + Console.WriteLine(" --out file.png --seed/--poi assembly mode."); + Console.WriteLine(" [--cell N] (px per tactical tile; default 16)"); + Console.WriteLine(" [--data-dir ]"); +} diff --git a/Theriapolis.Tools/Theriapolis.Tools.csproj b/Theriapolis.Tools/Theriapolis.Tools.csproj new file mode 100644 index 0000000..2690b30 --- /dev/null +++ b/Theriapolis.Tools/Theriapolis.Tools.csproj @@ -0,0 +1,24 @@ + + + Exe + net8.0 + enable + enable + Theriapolis.Tools + Theriapolis.Tools + 12 + + + + + + + + + + + + + diff --git a/Theriapolis.sln b/Theriapolis.sln new file mode 100644 index 0000000..cf679c0 --- /dev/null +++ b/Theriapolis.sln @@ -0,0 +1,43 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.31903.59 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Theriapolis.Core", "Theriapolis.Core\Theriapolis.Core.csproj", "{A1A2A3A4-B1B2-C1C2-D1D2-E1E2E3E4E5E6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Theriapolis.Game", "Theriapolis.Game\Theriapolis.Game.csproj", "{B1B2B3B4-C1C2-D1D2-E1E2-F1F2F3F4F5F6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Theriapolis.Desktop", "Theriapolis.Desktop\Theriapolis.Desktop.csproj", "{C1C2C3C4-D1D2-E1E2-F1F2-A1A2A3A4A5A6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Theriapolis.Tools", "Theriapolis.Tools\Theriapolis.Tools.csproj", "{D1D2D3D4-E1E2-F1F2-A1A2-B1B2B3B4B5B6}" +EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Theriapolis.Tests", "Theriapolis.Tests\Theriapolis.Tests.csproj", "{E1E2E3E4-F1F2-A1A2-B1B2-C1C2C3C4C5C6}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Release|Any CPU = Release|Any CPU + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {A1A2A3A4-B1B2-C1C2-D1D2-E1E2E3E4E5E6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {A1A2A3A4-B1B2-C1C2-D1D2-E1E2E3E4E5E6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {A1A2A3A4-B1B2-C1C2-D1D2-E1E2E3E4E5E6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {A1A2A3A4-B1B2-C1C2-D1D2-E1E2E3E4E5E6}.Release|Any CPU.Build.0 = Release|Any CPU + {B1B2B3B4-C1C2-D1D2-E1E2-F1F2F3F4F5F6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {B1B2B3B4-C1C2-D1D2-E1E2-F1F2F3F4F5F6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {B1B2B3B4-C1C2-D1D2-E1E2-F1F2F3F4F5F6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {B1B2B3B4-C1C2-D1D2-E1E2-F1F2F3F4F5F6}.Release|Any CPU.Build.0 = Release|Any CPU + {C1C2C3C4-D1D2-E1E2-F1F2-A1A2A3A4A5A6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {C1C2C3C4-D1D2-E1E2-F1F2-A1A2A3A4A5A6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {C1C2C3C4-D1D2-E1E2-F1F2-A1A2A3A4A5A6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {C1C2C3C4-D1D2-E1E2-F1F2-A1A2A3A4A5A6}.Release|Any CPU.Build.0 = Release|Any CPU + {D1D2D3D4-E1E2-F1F2-A1A2-B1B2B3B4B5B6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {D1D2D3D4-E1E2-F1F2-A1A2-B1B2B3B4B5B6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {D1D2D3D4-E1E2-F1F2-A1A2-B1B2B3B4B5B6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {D1D2D3D4-E1E2-F1F2-A1A2-B1B2B3B4B5B6}.Release|Any CPU.Build.0 = Release|Any CPU + {E1E2E3E4-F1F2-A1A2-B1B2-C1C2C3C4C5C6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {E1E2E3E4-F1F2-A1A2-B1B2-C1C2C3C4C5C6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {E1E2E3E4-F1F2-A1A2-B1B2-C1C2C3C4C5C6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {E1E2E3E4-F1F2-A1A2-B1B2-C1C2C3C4C5C6}.Release|Any CPU.Build.0 = Release|Any CPU + EndGlobalSection +EndGlobal diff --git a/_design_handoff/README.md b/_design_handoff/README.md new file mode 100644 index 0000000..580137b --- /dev/null +++ b/_design_handoff/README.md @@ -0,0 +1,35 @@ +# `_design_handoff/` — Snapshot Staging Area + +This top-level folder is a **staging area for files we hand to external design +tools** (e.g. Claude Design, Figma plugins, UX consultants). Each subfolder is +a curated, self-contained snapshot of a feature's relevant source — schema +records, content JSON, screen code — so the design tool gets enough context +to redesign without seeing the entire codebase. + +## What this folder is NOT + +- **Not source code.** Nothing in here is referenced by any `.csproj`, + imported by any namespace, or executed by the game. Deleting the entire + folder would not affect `dotnet build` or `dotnet test`. +- **Not authoritative.** Everything is a copy. The originals — under + `Theriapolis.*/` and `Content/Data/` — are canonical. If a design discussion + motivates a code change, edit the original, not the snapshot. +- **Not auto-refreshed.** Snapshots are taken manually (see each subfolder's + `MANIFEST.md` for the file list and refresh command). They go stale the + moment the originals change. + +## For future Claude Code sessions + +If you grep the repo and hit a match under `_design_handoff/`, treat it as +documentation, not as a second copy of the same file to edit. Only edit the +canonical path under `Theriapolis.*` / `Content/`. To bring a snapshot back in +sync, follow the refresh command in that subfolder's `MANIFEST.md`. + +It's safe to delete any subfolder once the design conversation it was created +for has wrapped up. Each subfolder is independent. + +## Current contents + +- **`character_creation/`** — Phase 5 M2 character creation flow snapshot. + Created 2026-04-25 for Claude Design redesign of the single-screen + `CharacterCreationScreen`. See its `README.md` for context. diff --git a/_design_handoff/character_creation/Content/Data/backgrounds.json b/_design_handoff/character_creation/Content/Data/backgrounds.json new file mode 100644 index 0000000..5f35a85 --- /dev/null +++ b/_design_handoff/character_creation/Content/Data/backgrounds.json @@ -0,0 +1,122 @@ +[ + { + "id": "coliseum_survivor", + "name": "Coliseum Survivor", + "flavor": "You fought in the arena — voluntary or otherwise. Your body is a map of old wounds and your instincts are sharpened by crowds that wanted your blood.", + "skill_proficiencies": ["athletics", "performance"], + "tool_proficiencies": ["gaming_set", "herbalism_kit"], + "feature_name": "Crowd Reader", + "feature_description": "Gauge the mood of any group instantly. Identify the leader, sense incoming violence, and find the quickest exit. Advantage on Insight checks in group settings.", + "suggested_personality": "Hypervigilant in open spaces. Flashbacks triggered by cheering. Distrust of spectators. Comfort only in controlled violence." + }, + { + "id": "passer", + "name": "Passer", + "flavor": "You are a hybrid who presents as purebred. You've built a life on a lie, and every day is performance.", + "skill_proficiencies": ["deception", "stealth"], + "tool_proficiencies": ["perfumers_kit", "disguise_kit"], + "feature_name": "The Mask", + "feature_description": "Maintain a scent-mask and behavioral profile of your presenting clade. Casual scent checks don't detect your hybrid status. Under stress, CHA (Deception) check or the mask slips. Access to the underground passer network.", + "suggested_personality": "Constantly calculating. Genuine only with other passers. Terror of discovery beneath every interaction. Relief and grief in equal measure when the mask drops." + }, + { + "id": "covenant_enforcer", + "name": "Covenant Enforcer", + "flavor": "You served the legal system that upholds the Covenant of Claws. As investigator, bailiff, or executioner, you've seen what happens when the agreement breaks.", + "skill_proficiencies": ["investigation", "intimidation"], + "tool_proficiencies": ["manacles", "vehicles_land"], + "feature_name": "Badge Authority", + "feature_description": "In regions that honor the Covenant, carry legal authority. Compel cooperation from civilians, access restricted areas, demand answers. Vanishes in lawless zones; carries enemies.", + "suggested_personality": "Haunted by cases. Black-and-white morality softened (or hardened) by experience. Instinctive distrust of charm." + }, + { + "id": "herd_city_born", + "name": "Herd-City Born", + "flavor": "You grew up in one of the great prey-clade cities — massive, communal, fortified, paranoid in the bones of its architecture.", + "skill_proficiencies": ["perception", "history"], + "tool_proficiencies": ["artisans_tools", "herbalism_kit"], + "feature_name": "Safety in Numbers", + "feature_description": "Always know the nearest exit, defensible position, and rally point in any urban environment. Find safe lodging in any prey-clade community within 1 hour.", + "suggested_personality": "Agoraphobic tendencies. Deep communal loyalty. Suspicion of solitary behavior. Comfort in crowds, anxiety in open spaces." + }, + { + "id": "pack_raised", + "name": "Pack-Raised", + "flavor": "You come from a traditional Canid pack structure — hierarchical, loyal, suffocating. The pack is family, employer, and identity.", + "skill_proficiencies": ["athletics", "insight"], + "tool_proficiencies": ["vehicles_land", "artisans_tools"], + "feature_name": "Pack Network", + "feature_description": "Find Canid pack-affiliated contacts in any settlement. Contacts offer basic hospitality, information, and short-term shelter. Obligations flow both ways.", + "suggested_personality": "Instinctive deference to authority or instinctive rebellion against it. Loneliness hits harder than it should. Comfort in hierarchy." + }, + { + "id": "borderland_stray", + "name": "Borderland Stray", + "flavor": "You grew up in the spaces between — border towns, disputed territories, places where clade identity is fluid and survival is daily.", + "skill_proficiencies": ["survival", "deception"], + "tool_proficiencies": ["thieves_tools", "gaming_set"], + "feature_name": "No One's Territory", + "feature_description": "Navigate lawless zones. Find black-market contacts, under-the-table work, and discreet passage in any border settlement. Read danger before it arrives.", + "suggested_personality": "Pragmatic to the point of amorality. Loyalty earned, never assumed. Distrusts idealists. Sleeps light." + }, + { + "id": "hybrid_underground", + "name": "Hybrid Underground", + "flavor": "You're openly hybrid, or you were raised in hybrid community spaces — the informal networks, art collectives, and mutual aid groups that exist because no one else would have you.", + "skill_proficiencies": ["performance", "persuasion"], + "tool_proficiencies": ["musical_instrument", "perfumers_kit"], + "feature_name": "Blend Network", + "feature_description": "Access to the hybrid underground: safe houses, scent-masking supply chains, identity documents, community healers who understand hybrid biology. Find the network within 24 hours in any city.", + "suggested_personality": "Defiant. Artistic. Rage just below the surface. Deep bonds with chosen family. Default distrust of purebreds softened by individual proof." + }, + { + "id": "warren_runner", + "name": "Warren Runner", + "flavor": "Leporid-origin logistics and communications. You were a messenger, courier, or information carrier for the warren-networks that connect communities.", + "skill_proficiencies": ["acrobatics", "perception"], + "tool_proficiencies": ["navigators_tools", "vehicles_land"], + "feature_name": "The Network Runs", + "feature_description": "Know the fastest route between any two points in a region you've worked. Deliver messages with near-perfect reliability. Contacts in Leporid warren-networks across multiple cities.", + "suggested_personality": "Restless. Difficulty sitting still. Excellent spatial memory. Loyalty to the network above individual relationships." + }, + { + "id": "rawfang_investigator", + "name": "Rawfang Investigator", + "flavor": "You hunt the worst criminals in the world — those who break the Covenant by consuming sentient flesh. This work has changed you.", + "skill_proficiencies": ["investigation", "medicine"], + "tool_proficiencies": ["alchemists_supplies", "forensic_kit"], + "feature_name": "Crime Scene Reader", + "feature_description": "Analyze a location for evidence of Covenant violation. Blood typing, scent remnants, tissue identification. Read a scene in minutes. Contacts in law enforcement and forensic communities.", + "suggested_personality": "Quiet. Dark humor as a coping mechanism. Difficulty eating meat of any kind. Insomnia. Unwavering commitment to justice." + }, + { + "id": "scent_suppressed", + "name": "Scent-Suppressed", + "flavor": "You grew up on scent-suppressants — maybe your parents were progressive, maybe paranoid, maybe you're a hybrid whose scent was managed from birth. You've lived partially invisible in a world that communicates through smell.", + "skill_proficiencies": ["stealth", "insight"], + "tool_proficiencies": ["perfumers_kit", "alchemists_supplies"], + "feature_name": "Scentless", + "feature_description": "Your baseline scent is nearly undetectable. Creatures relying on scent to detect or read you do so with disadvantage. You read others by body language rather than scent.", + "suggested_personality": "Observant. Disconnected from scent-culture rituals. Feels invisible. Either grateful for the privacy or resentful of the erasure." + }, + { + "id": "former_chattel", + "name": "Former Chattel", + "flavor": "Hybrid-specific. Your grandparents — or you — were property. The Imperium's shadow is long, and some regions only recently abolished hybrid ownership.", + "skill_proficiencies": ["athletics", "survival"], + "tool_proficiencies": ["artisans_tools", "herbalism_kit"], + "feature_name": "Unbreakable", + "feature_description": "Advantage on saves against exhaustion and against effects that would compel obedience or subservience. Contacts in abolitionist networks and former-chattel communities.", + "suggested_personality": "Quiet fury. Absolute refusal to be owned, controlled, or spoken for. Deep empathy for the powerless. Difficulty trusting authority." + }, + { + "id": "coliseum_breeder", + "name": "Coliseum Breeder", + "flavor": "You worked the coliseum system — not as a fighter, but as the industry behind the spectacle. Trainer, handler, promoter, or medic. You know how the machine works.", + "skill_proficiencies": ["animal_handling", "medicine"], + "tool_proficiencies": ["herbalism_kit", "gaming_set"], + "feature_name": "Arena Insider", + "feature_description": "Know the coliseum circuit, active and underground. Secure fights, find fighters, negotiate purses, identify fixed matches. Know which officials take bribes.", + "suggested_personality": "Pragmatic about violence. Business-minded. Complicated relationship with ethics — kept fighters alive, but kept the system running." + } +] diff --git a/_design_handoff/character_creation/Content/Data/clades.json b/_design_handoff/character_creation/Content/Data/clades.json new file mode 100644 index 0000000..dc96c10 --- /dev/null +++ b/_design_handoff/character_creation/Content/Data/clades.json @@ -0,0 +1,115 @@ +[ + { + "id": "canidae", + "name": "Canidae", + "kind": "predator", + "ability_mods": { "CON": 1, "WIS": 1 }, + "languages": ["common", "canid"], + "traits": [ + { "id": "pack_instinct", "name": "Pack Instinct", "description": "Reaction: when an ally within 10 ft. is attacked, grant them +2 AC against that attack. Uses equal to proficiency bonus per long rest." }, + { "id": "superior_scent", "name": "Superior Scent", "description": "Advantage on Perception checks that rely on smell. Detects emotional states (fear, anger, deception) within 30 ft. — interpretation requires WIS check." }, + { "id": "subsonic_communication","name": "Subsonic Communication","description": "Communicate simple messages (danger, regroup, follow, stop) to other Canidae within 60 ft. silently." } + ], + "detriments": [ + { "id": "pack_dependent", "name": "Pack-Dependent", "description": "When no allied creature is within 30 ft., disadvantage on WIS saves against fear and charm." }, + { "id": "scent_overload", "name": "Scent Overload", "description": "In environments with overwhelming or chemically altered smells, all Perception checks suffer disadvantage." } + ] + }, + { + "id": "felidae", + "name": "Felidae", + "kind": "predator", + "ability_mods": { "DEX": 1, "CHA": 1 }, + "languages": ["common", "felid"], + "traits": [ + { "id": "retractable_claws", "name": "Retractable Claws", "description": "Unarmed claw attacks deal 1d6 + DEX slashing. Claws extend or retract at will, allowing full manual dexterity when sheathed." }, + { "id": "darkvision", "name": "Darkvision", "description": "See in dim light within 60 ft. as if bright; in darkness as if dim (greyscale only)." }, + { "id": "feline_grace", "name": "Feline Grace", "description": "Half damage from falls of 30 ft. or less (none from 10 ft. or less). Advantage on Acrobatics checks to maintain balance." }, + { "id": "tail_speak", "name": "Tail-Speak", "description": "Communicate complex emotional and tactical info silently to any creature that speaks Felid, visible up to 60 ft." } + ], + "detriments": [ + { "id": "solitary_instinct", "name": "Solitary Instinct", "description": "Cannot benefit from the Help action unless the helper is a Felidae or a bonded creature." }, + { "id": "prides_cost", "name": "Pride's Cost", "description": "Failing a check or save by 5 or more in front of witnesses imposes disadvantage on the next CHA check." } + ] + }, + { + "id": "mustelidae", + "name": "Mustelidae", + "kind": "predator", + "ability_mods": { "DEX": 1, "INT": 1 }, + "languages": ["common", "mustelid"], + "traits": [ + { "id": "sinuous_frame", "name": "Sinuous Frame", "description": "Squeeze through openings sized for one size category smaller without penalty. Advantage on checks to escape grapples and restraints." }, + { "id": "burning_metabolism", "name": "Burning Metabolism", "description": "Advantage on saves vs. cold and exhaustion. Requires double rations to function (see equipment costs)." }, + { "id": "ferocity", "name": "Ferocity", "description": "When reduced below half HP, deal +1 damage on melee attacks until end of next turn. Triggers once per long rest." } + ], + "detriments": [ + { "id": "high_metabolism", "name": "High Metabolism", "description": "Requires double rations daily. Without enough food, gain a level of exhaustion every 12 hours instead of 24." }, + { "id": "scent_marker", "name": "Scent Marker", "description": "Mustelid musk is unmistakable and difficult to mask. Disadvantage on Stealth checks against creatures with scent abilities unless you have a deep-cover scent-mask active." } + ] + }, + { + "id": "ursidae", + "name": "Ursidae", + "kind": "predator", + "ability_mods": { "DEX": -1, "CON": 2 }, + "languages": ["common", "ursid"], + "traits": [ + { "id": "powerful_build", "name": "Powerful Build", "description": "Counts as one size larger for carrying capacity and grappling. Push, drag, or lift weight is doubled." }, + { "id": "thick_hide", "name": "Thick Hide", "description": "Natural AC = 11 + DEX when unarmored. Resistance to non-magical bludgeoning damage." }, + { "id": "bone_crushing_jaws", "name": "Bone-Crushing Jaws", "description": "Unarmed bite deals 1d10 + STR piercing. On a critical hit, target makes a STR save (DC = 8 + prof + STR) or is knocked prone." } + ], + "detriments": [ + { "id": "lumbering", "name": "Lumbering", "description": "Disadvantage on DEX (Stealth) checks. Disadvantage on DEX saves to avoid area effects." }, + { "id": "heat_intolerance", "name": "Heat Intolerance", "description": "In temperatures above 80°F, CON save (DC 12) every 2 hours of activity or gain a level of exhaustion." } + ] + }, + { + "id": "cervidae", + "name": "Cervidae", + "kind": "prey", + "ability_mods": { "DEX": 1, "WIS": 1 }, + "languages": ["common", "cervid"], + "traits": [ + { "id": "fleet_footed", "name": "Fleet-Footed", "description": "Base movement speed +5 ft. When you Dash, no opportunity attacks against you for that turn." }, + { "id": "antlers", "name": "Antlers", "description": "(Antlered species only.) Natural antler attack deals 1d6 + STR piercing. Antlers shed annually; cosmetic only when shed, attack still functional." }, + { "id": "wide_field_of_view", "name": "Wide Field of View", "description": "Cannot be flanked by fewer than three attackers. Advantage on Perception checks to detect movement at the periphery of vision." } + ], + "detriments": [ + { "id": "flight_response", "name": "Flight Response", "description": "When suddenly threatened (surprise attack, sudden loud sound), WIS save (DC 12) or compelled to move at full speed away from the threat for one turn." }, + { "id": "delicate_frame", "name": "Delicate Frame", "description": "Hit point maximum reduced by 1 per level (minimum 1 HP per level)." } + ] + }, + { + "id": "bovidae", + "name": "Bovidae", + "kind": "prey", + "ability_mods": { "STR": 1, "CON": 1 }, + "languages": ["common", "bovid"], + "traits": [ + { "id": "horns", "name": "Horns", "description": "Natural horn attack deals 1d8 + STR bludgeoning or piercing (shape varies by species). Horns are permanent and grow throughout life." }, + { "id": "herd_wall", "name": "Herd Wall", "description": "Adjacent to one ally: +1 AC. Adjacent to three or more: +2 AC. Stacks with other adjacency bonuses up to a maximum of +3 from all sources." }, + { "id": "unshakeable", "name": "Unshakeable", "description": "Advantage on saves against being frightened, charmed, or compelled to move from your position." } + ], + "detriments": [ + { "id": "ponderous_gait", "name": "Ponderous Gait", "description": "Base movement speed is 25 ft. Disadvantage on DEX saves against effects that require quick repositioning." }, + { "id": "stubborn", "name": "Stubborn", "description": "Disadvantage on WIS saves against effects that exploit refusal to change course (feints, misdirections, lures)." } + ] + }, + { + "id": "leporidae", + "name": "Leporidae", + "kind": "prey", + "ability_mods": { "STR": -1, "DEX": 2 }, + "languages": ["common", "leporid"], + "traits": [ + { "id": "leaping_strides", "name": "Leaping Strides", "description": "Long jump distance equal to your speed without a running start. High jump distance equal to half your speed without a running start." }, + { "id": "burrow_savvy", "name": "Burrow Savvy", "description": "Proficiency in Survival in underground or warren environments. Advantage on Perception checks underground." }, + { "id": "twitch_reflexes", "name": "Twitch Reflexes", "description": "Advantage on initiative rolls. Reaction: when targeted by a ranged attack you can see, impose disadvantage on that attack roll. Uses equal to proficiency bonus per long rest." } + ], + "detriments": [ + { "id": "fragile_body", "name": "Fragile Body", "description": "Hit point maximum reduced by 1 per level (minimum 1 HP per level). Disadvantage on STR saves against effects that would knock you prone." }, + { "id": "constant_vigilance", "name": "Constant Vigilance", "description": "When in a new environment for less than 1 hour, you cannot benefit from a short rest — your nervous system refuses to settle." } + ] + } +] diff --git a/_design_handoff/character_creation/Content/Data/classes.json b/_design_handoff/character_creation/Content/Data/classes.json new file mode 100644 index 0000000..02ef4d4 --- /dev/null +++ b/_design_handoff/character_creation/Content/Data/classes.json @@ -0,0 +1,486 @@ +[ + { + "id": "fangsworn", + "name": "Fangsworn", + "hit_die": 10, + "primary_ability": ["STR", "DEX"], + "saves": ["STR", "CON"], + "armor_proficiencies": ["light", "medium", "heavy", "shields"], + "weapon_proficiencies": ["simple", "martial", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "intimidation", "perception", "survival", "animal_handling"], + "subclass_ids": ["pack_forged", "lone_fang"], + "starting_kit": [ + { "item_id": "rend_sword", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "chain_shirt", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "buckler", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["fighting_style", "claw_and_steel"] }, + { "level": 2, "prof": 2, "features": ["action_surge_1"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack_2"] }, + { "level": 6, "prof": 3, "features": ["asi"] }, + { "level": 7, "prof": 3, "features": ["subclass_feature"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["indomitable_1"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["extra_attack_3"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["indomitable_2"] }, + { "level": 14, "prof": 5, "features": ["asi"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["action_surge_2", "indomitable_3"] }, + { "level": 18, "prof": 6, "features": ["subclass_feature"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["extra_attack_4"] } + ], + "feature_definitions": { + "fighting_style": { "name": "Fighting Style", "kind": "choice", "description": "Pick one combat style. Each gives a passive combat bonus.", "options": ["fang_and_blade", "shieldwall", "duelist", "great_weapon", "natural_predator"] }, + "claw_and_steel": { "name": "Claw & Steel", "kind": "passive", "description": "Combine natural-weapon and manufactured-weapon attacks freely within a single Attack action — no other class can do this without specific permission." }, + "action_surge_1": { "name": "Action Surge", "kind": "active", "uses_per_short_rest": 1, "description": "Once per short rest, take one additional action on your turn." }, + "action_surge_2": { "name": "Action Surge (2/rest)", "kind": "active", "uses_per_short_rest": 2, "description": "Use Action Surge twice per short rest." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose a Fangsworn subclass: Pack-Forged or Lone Fang. (Phase 5: subclass mechanics deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature granted at this level. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase one ability score by 2, or two by 1 each. (Phase 5: deferred — character is locked at level 1.)" }, + "extra_attack_2": { "name": "Extra Attack (2)", "kind": "passive", "description": "Two attacks per Attack action." }, + "extra_attack_3": { "name": "Extra Attack (3)", "kind": "passive", "description": "Three attacks per Attack action." }, + "extra_attack_4": { "name": "Extra Attack (4)", "kind": "passive", "description": "Four attacks per Attack action." }, + "indomitable_1": { "name": "Indomitable", "kind": "active", "uses_per_long_rest": 1, "description": "Reroll a failed saving throw, once per long rest." }, + "indomitable_2": { "name": "Indomitable (2/rest)", "kind": "active", "uses_per_long_rest": 2, "description": "Reroll a failed saving throw, twice per long rest." }, + "indomitable_3": { "name": "Indomitable (3/rest)", "kind": "active", "uses_per_long_rest": 3, "description": "Reroll a failed saving throw, three times per long rest." } + } + }, + { + "id": "bulwark", + "name": "Bulwark", + "hit_die": 12, + "primary_ability": ["CON"], + "saves": ["CON", "CHA"], + "armor_proficiencies": ["light", "medium", "heavy", "shields"], + "weapon_proficiencies": ["simple", "martial", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "insight", "intimidation", "medicine", "perception"], + "subclass_ids": ["herd_wall", "antler_guard"], + "starting_kit": [ + { "item_id": "hoof_club", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "chain_mail", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "standard_shield", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["sentinel_stance", "guardians_mark"] }, + { "level": 2, "prof": 2, "features": ["shield_of_the_herd"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack", "immovable_1"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature"] }, + { "level": 7, "prof": 3, "features": ["guardians_aura_10"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["unbreakable_will"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["improved_guardians_mark"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["guardians_aura_15"] }, + { "level": 14, "prof": 5, "features": ["asi"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["immovable_2"] }, + { "level": 18, "prof": 6, "features": ["guardians_aura_20"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["subclass_feature", "last_one_standing"] } + ], + "feature_definitions": { + "sentinel_stance": { "name": "Sentinel Stance", "kind": "bonus_action", "description": "Bonus action: enter defensive stance. Speed halved, +2 AC, opportunity attacks at advantage. Ends if you move more than half speed or as a free action." }, + "guardians_mark": { "name": "Guardian's Mark", "kind": "bonus_action", "description": "Bonus action: mark a creature within 30 ft. While marked, if it attacks anyone other than you, you may make a melee attack against it as a reaction (if in range)." }, + "shield_of_the_herd": { "name": "Shield of the Herd", "kind": "reaction", "description": "Reaction: when an adjacent ally is targeted by an attack, become the target instead." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "immovable_1": { "name": "Immovable", "kind": "reaction", "uses_per_long_rest": 1, "description": "Reaction: reduce incoming damage by 1d12 + CON. Once per long rest." }, + "immovable_2": { "name": "Immovable (2/rest)", "kind": "reaction", "uses_per_long_rest": 2, "description": "Reaction: reduce incoming damage by 2d12 + CON. Twice per long rest." }, + "guardians_aura_10": { "name": "Guardian's Aura (10 ft.)", "kind": "passive", "description": "Allies within 10 ft. gain +1 to all saves while you are conscious." }, + "guardians_aura_15": { "name": "Guardian's Aura (15 ft.)", "kind": "passive", "description": "Aura range increases to 15 ft." }, + "guardians_aura_20": { "name": "Guardian's Aura (20 ft.)", "kind": "passive", "description": "Aura range increases to 20 ft." }, + "unbreakable_will": { "name": "Unbreakable Will", "kind": "passive", "description": "Immune to the frightened condition." }, + "improved_guardians_mark":{ "name": "Improved Guardian's Mark", "kind": "passive", "description": "Marked creatures also have disadvantage on attacks against creatures other than you." }, + "last_one_standing": { "name": "Last One Standing", "kind": "active", "uses_per_long_rest": 1, "description": "When every other allied creature within 60 ft. is at 0 HP or has fled: resistance to all damage, advantage on all attacks and saves, Mark applies to all hostile creatures simultaneously. 1 minute." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose a Bulwark subclass: Herd-Wall or Antler-Guard. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature granted at this level. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "feral", + "name": "Feral", + "hit_die": 12, + "primary_ability": ["STR", "CON"], + "saves": ["STR", "CON"], + "armor_proficiencies": ["light", "medium"], + "weapon_proficiencies": ["simple", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "intimidation", "nature", "perception", "survival"], + "subclass_ids": ["blood_memory", "stampede_heart"], + "starting_kit": [ + { "item_id": "paw_axe", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "hide_vest", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["feral_rage_2", "unarmored_defense"] }, + { "level": 2, "prof": 2, "features": ["ancestral_sense", "reckless_attack"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack", "fast_movement"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature"] }, + { "level": 7, "prof": 3, "features": ["instinct_awareness"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["feral_rage_3", "brutal_critical_1"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["relentless_rage"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["brutal_critical_2"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["persistent_rage"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["feral_rage_4", "brutal_critical_3"] }, + { "level": 18, "prof": 6, "features": ["indomitable_instinct"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["apex"] } + ], + "feature_definitions": { + "feral_rage_2": { "name": "Feral Rage", "kind": "bonus_action", "uses_per_long_rest": 2, "description": "Bonus action to enter rage. Advantage on STR checks/saves, +2 melee damage (scales), resistance to bludgeoning/piercing/slashing, no concentration. 1 minute or until you choose to end it." }, + "feral_rage_3": { "name": "Feral Rage (3/rest)", "kind": "bonus_action", "uses_per_long_rest": 3, "description": "Same as Feral Rage; +3 damage. Three uses per long rest." }, + "feral_rage_4": { "name": "Feral Rage (4/rest)", "kind": "bonus_action", "uses_per_long_rest": 4, "description": "Same as Feral Rage; +4 damage. Four uses per long rest." }, + "unarmored_defense": { "name": "Unarmored Defense", "kind": "passive", "description": "When wearing no armor, AC = 10 + DEX + CON." }, + "ancestral_sense": { "name": "Ancestral Sense", "kind": "passive", "description": "While raging: advantage on Perception, cannot be surprised, scent-blindsight 10 ft." }, + "reckless_attack": { "name": "Reckless Attack", "kind": "active", "description": "On your turn: advantage on melee attacks, but all attacks against you have advantage until your next turn." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "fast_movement": { "name": "Fast Movement", "kind": "passive", "description": "+10 ft. movement while not wearing heavy armor." }, + "instinct_awareness": { "name": "Instinct Awareness", "kind": "passive", "description": "Add WIS modifier to initiative rolls." }, + "brutal_critical_1": { "name": "Brutal Critical (1 die)", "kind": "passive", "description": "Roll one additional damage die on critical hits." }, + "brutal_critical_2": { "name": "Brutal Critical (2 dice)", "kind": "passive", "description": "Roll two additional damage dice on critical hits." }, + "brutal_critical_3": { "name": "Brutal Critical (3 dice)", "kind": "passive", "description": "Roll three additional damage dice on critical hits." }, + "relentless_rage": { "name": "Relentless Rage", "kind": "active", "description": "If you drop to 0 HP while raging, CON save (DC 10, increasing by 5 each time per rage). On success, drop to 1 HP." }, + "persistent_rage": { "name": "Persistent Rage", "kind": "passive", "description": "Rage only ends when you choose or are unconscious. Nothing else stops it." }, + "indomitable_instinct":{ "name": "Indomitable Instinct", "kind": "passive", "description": "If your total for a STR or CON check is less than your ability score, use the ability score instead." }, + "apex": { "name": "Apex Predator / Apex Prey", "kind": "passive", "description": "Capstone — variant by predator/prey clade." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Blood Memory or Stampede Heart. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "shadow_pelt", + "name": "Shadow-Pelt", + "hit_die": 8, + "primary_ability": ["DEX"], + "saves": ["DEX", "INT"], + "armor_proficiencies": ["light"], + "weapon_proficiencies": ["simple", "hand_crossbow", "short_sword", "rapier", "natural"], + "tool_proficiencies": ["thieves_tools"], + "skills_choose": 4, + "skill_options": ["acrobatics", "athletics", "deception", "insight", "intimidation", "investigation", "perception", "persuasion", "sleight_of_hand", "stealth"], + "subclass_ids": ["noseblind", "ambush_artist"], + "starting_kit": [ + { "item_id": "thorn_blade", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "studded_leather", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "claw_bow", "qty": 1, "auto_equip": false }, + { "item_id": "poultice_universal","qty": 2, "auto_equip": false }, + { "item_id": "scent_mask_basic", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["expertise_2", "sneak_attack_1d6", "scent_discipline"] }, + { "level": 2, "prof": 2, "features": ["cunning_action"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["sneak_attack_3d6", "uncanny_dodge"] }, + { "level": 6, "prof": 3, "features": ["expertise_2_more"] }, + { "level": 7, "prof": 3, "features": ["evasion", "subclass_feature"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["sneak_attack_5d6"] }, + { "level": 10, "prof": 4, "features": ["asi"] }, + { "level": 11, "prof": 4, "features": ["reliable_talent", "subclass_feature"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["sneak_attack_7d6"] }, + { "level": 14, "prof": 5, "features": ["scent_ghost"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["sneak_attack_9d6"] }, + { "level": 18, "prof": 6, "features": ["elusive"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["kill_shot"] } + ], + "feature_definitions": { + "expertise_2": { "name": "Expertise (2)", "kind": "passive", "description": "Double proficiency bonus for 2 proficient skills." }, + "expertise_2_more": { "name": "Expertise (2 more)", "kind": "passive", "description": "Choose 2 more proficient skills to gain expertise." }, + "sneak_attack_1d6": { "name": "Sneak Attack (1d6)", "kind": "passive", "description": "Once per turn, +1d6 damage on an attack with advantage or when an ally is within 5 ft. of the target." }, + "sneak_attack_3d6": { "name": "Sneak Attack (3d6)", "kind": "passive", "description": "Sneak Attack damage scales to 3d6." }, + "sneak_attack_5d6": { "name": "Sneak Attack (5d6)", "kind": "passive", "description": "Sneak Attack damage scales to 5d6." }, + "sneak_attack_7d6": { "name": "Sneak Attack (7d6)", "kind": "passive", "description": "Sneak Attack damage scales to 7d6." }, + "sneak_attack_9d6": { "name": "Sneak Attack (9d6)", "kind": "passive", "description": "Sneak Attack damage scales to 9d6." }, + "scent_discipline": { "name": "Scent Discipline", "kind": "passive", "description": "Advantage on checks to suppress emotional scent leakage. Creatures with scent abilities must beat your DEX (Stealth) with their WIS (Perception) to read your emotional state." }, + "cunning_action": { "name": "Cunning Action", "kind": "bonus_action", "description": "Bonus action: Dash, Disengage, or Hide." }, + "uncanny_dodge": { "name": "Uncanny Dodge", "kind": "reaction", "description": "Reaction: halve damage from an attack you can see." }, + "evasion": { "name": "Evasion", "kind": "passive", "description": "DEX saves for half damage become no damage on success, half on failure." }, + "reliable_talent": { "name": "Reliable Talent", "kind": "passive", "description": "Skill rolls below 10 with proficiency are treated as 10." }, + "scent_ghost": { "name": "Scent Ghost", "kind": "active", "uses_per_long_rest": 1, "description": "Suppress natural scent for 1 hour or project a false clade scent. Once per long rest." }, + "elusive": { "name": "Elusive", "kind": "passive", "description": "No attack roll has advantage against you while you're conscious." }, + "kill_shot": { "name": "Kill Shot", "kind": "active", "uses_per_short_rest": 1, "description": "When Sneak Attack hits, force CON save (DC = 8 + prof + DEX). On failure, double the damage." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Noseblind or Ambush Artist. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "scent_broker", + "name": "Scent-Broker", + "hit_die": 8, + "primary_ability": ["WIS"], + "saves": ["WIS", "CHA"], + "armor_proficiencies": ["light"], + "weapon_proficiencies": ["simple", "natural"], + "tool_proficiencies": ["alchemists_supplies", "perfumers_kit"], + "skills_choose": 3, + "skill_options": ["deception", "insight", "investigation", "medicine", "perception", "persuasion", "stealth"], + "subclass_ids": ["perfumer", "tracker"], + "starting_kit": [ + { "item_id": "fang_knife", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "leather_harness", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "pheromone_vial_calm", "qty": 2, "auto_equip": false }, + { "item_id": "pheromone_vial_fear", "qty": 2, "auto_equip": false }, + { "item_id": "scent_mask_basic", "qty": 2, "auto_equip": false }, + { "item_id": "rations_prey", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["scent_literacy", "nose_for_lies"] }, + { "level": 2, "prof": 2, "features": ["pheromone_craft_2"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["deep_reading", "pheromone_craft_3"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature"] }, + { "level": 7, "prof": 3, "features": ["scent_ward"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["pheromone_craft_4"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["master_nose"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["pheromone_craft_5"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["scent_immunity"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["grand_synthesis"] }, + { "level": 18, "prof": 6, "features": ["subclass_feature"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["olfactory_omniscience"] } + ], + "feature_definitions": { + "scent_literacy": { "name": "Scent Literacy", "kind": "active", "description": "Action: read clade, emotional state, general health, and scent-mask presence on a creature within 30 ft. Detailed reads need a WIS check." }, + "nose_for_lies": { "name": "Nose for Lies", "kind": "passive", "description": "When a creature within 15 ft. lies, you detect the scent shift automatically (no check). Doesn't work on creatures without mammalian scent biology." }, + "pheromone_craft_2": { "name": "Pheromone Craft (2/rest)", "kind": "active", "uses_per_short_rest": 2, "description": "During a short rest, craft pheromone compounds (calm, fear, trust, mask, alert, desire). 2 uses per rest." }, + "pheromone_craft_3": { "name": "Pheromone Craft (3/rest)", "kind": "active", "uses_per_short_rest": 3, "description": "3 compounds per rest." }, + "pheromone_craft_4": { "name": "Pheromone Craft (4/rest)", "kind": "active", "uses_per_short_rest": 4, "description": "4 compounds per rest." }, + "pheromone_craft_5": { "name": "Pheromone Craft (5/rest)", "kind": "active", "uses_per_short_rest": 5, "description": "5 compounds per rest." }, + "deep_reading": { "name": "Deep Reading", "kind": "passive", "description": "Scent Literacy range extends to 60 ft. Detect recent locations, recent contacts, and substances consumed." }, + "scent_ward": { "name": "Scent Ward", "kind": "active", "description": "Mask scent profiles of self + 5 allies for 8 hours (10 minutes prep)." }, + "master_nose": { "name": "Master Nose", "kind": "passive", "description": "Scent range 120 ft. Track by scent (advantage on Survival). Detect invisible creatures within 30 ft. by scent." }, + "scent_immunity": { "name": "Scent Immunity", "kind": "passive", "description": "Immune to scent-based effects (pheromone attacks, fear-scent, arousal-scent)." }, + "grand_synthesis": { "name": "Grand Synthesis", "kind": "passive", "description": "Combine two Pheromone Craft effects into a single compound. Compound DCs +2." }, + "olfactory_omniscience":{ "name": "Olfactory Omniscience", "kind": "passive", "description": "Cannot be surprised. Know exact location, clade, emotion, and health of every creature within 120 ft. Permanent ID after one encounter." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Perfumer or Tracker. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "covenant_keeper", + "name": "Covenant-Keeper", + "hit_die": 10, + "primary_ability": ["CHA"], + "saves": ["WIS", "CHA"], + "armor_proficiencies": ["light", "medium", "heavy", "shields"], + "weapon_proficiencies": ["simple", "martial", "natural"], + "tool_proficiencies": [], + "skills_choose": 2, + "skill_options": ["athletics", "insight", "intimidation", "medicine", "persuasion", "religion"], + "subclass_ids": ["the_warden", "the_bridge"], + "starting_kit": [ + { "item_id": "rend_sword", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "chain_shirt", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "standard_shield", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["covenant_sense", "lay_on_paws"] }, + { "level": 2, "prof": 2, "features": ["fighting_style", "covenants_authority_2"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack"] }, + { "level": 6, "prof": 3, "features": ["aura_of_the_covenant_10"] }, + { "level": 7, "prof": 3, "features": ["subclass_feature"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["covenants_authority_3"] }, + { "level": 10, "prof": 4, "features": ["aura_of_courage_10"] }, + { "level": 11, "prof": 4, "features": ["improved_covenant_strike"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["covenants_authority_4"] }, + { "level": 14, "prof": 5, "features": ["cleansing_touch"] }, + { "level": 15, "prof": 5, "features": ["subclass_feature"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["covenants_authority_5"] }, + { "level": 18, "prof": 6, "features": ["aura_30"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["subclass_feature"] } + ], + "feature_definitions": { + "covenant_sense": { "name": "Covenant Sense", "kind": "passive", "description": "Detect Covenant violations within 60 ft. — active predation, consumption of sentient flesh, rawfang activity." }, + "lay_on_paws": { "name": "Lay on Paws", "kind": "active", "description": "Pool of healing equal to CHA × 5. Action: touch a creature and restore HP from the pool. 5 points cures one disease or neutralizes one poison. Replenishes on long rest." }, + "fighting_style": { "name": "Fighting Style", "kind": "choice", "description": "Pick a combat style.", "options": ["defense", "protection", "great_weapon"] }, + "covenants_authority_2":{ "name": "Covenant's Authority (2/rest)", "kind": "active", "uses_per_long_rest": 2, "description": "Action: present authority. Compel Truth, Rebuke Predation, or Shield the Innocent. 2 uses per long rest." }, + "covenants_authority_3":{ "name": "Covenant's Authority (3/rest)", "kind": "active", "uses_per_long_rest": 3, "description": "3 uses per long rest." }, + "covenants_authority_4":{ "name": "Covenant's Authority (4/rest)", "kind": "active", "uses_per_long_rest": 4, "description": "4 uses per long rest." }, + "covenants_authority_5":{ "name": "Covenant's Authority (5/rest)", "kind": "active", "uses_per_long_rest": 5, "description": "5 uses per long rest." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "aura_of_the_covenant_10":{ "name": "Aura of the Covenant (10 ft.)", "kind": "passive", "description": "You and friendly creatures within 10 ft. add CHA mod to saving throws." }, + "aura_of_courage_10": { "name": "Aura of Courage (10 ft.)", "kind": "passive", "description": "You and friendly creatures within 10 ft. are immune to frightened." }, + "aura_30": { "name": "Aura Improvements (30 ft.)", "kind": "passive", "description": "All auras extend to 30 ft." }, + "improved_covenant_strike":{ "name": "Improved Covenant Strike", "kind": "passive", "description": "Melee attacks deal +1d8 damage against creatures actively violating the Covenant." }, + "cleansing_touch": { "name": "Cleansing Touch", "kind": "active", "description": "Action: end one negative condition or effect on a creature you touch. Uses equal to CHA mod per long rest." }, + "subclass_select": { "name": "Oath Selection", "kind": "stub", "description": "Choose The Warden or The Bridge. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Oath Feature", "kind": "stub", "description": "Oath-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "muzzle_speaker", + "name": "Muzzle-Speaker", + "hit_die": 8, + "primary_ability": ["CHA"], + "saves": ["DEX", "CHA"], + "armor_proficiencies": ["light"], + "weapon_proficiencies": ["simple", "natural"], + "tool_proficiencies": ["musical_instrument", "musical_instrument_2", "musical_instrument_3"], + "skills_choose": 3, + "skill_options": ["acrobatics", "animal_handling", "arcana", "athletics", "deception", "history", "insight", "intimidation", "investigation", "medicine", "nature", "perception", "performance", "persuasion", "religion", "sleight_of_hand", "stealth", "survival"], + "subclass_ids": ["warhorn", "whisperfur"], + "starting_kit": [ + { "item_id": "fang_knife", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "studded_leather", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "poultice_universal","qty": 2, "auto_equip": false }, + { "item_id": "rations_predator", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["vocalization_dice_d6", "polyglot"] }, + { "level": 2, "prof": 2, "features": ["jack_of_all_trades", "song_of_rest_d6"] }, + { "level": 3, "prof": 2, "features": ["subclass_select", "expertise_2"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["vocalization_dice_d8", "font_of_inspiration"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature", "counter_vocalization"] }, + { "level": 7, "prof": 3, "features": ["song_of_rest_d8"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["vocalization_dice_d10"] }, + { "level": 10, "prof": 4, "features": ["expertise_2_more"] }, + { "level": 11, "prof": 4, "features": ["subclass_feature"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["song_of_rest_d10"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["vocalization_dice_d12"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["song_of_rest_d12"] }, + { "level": 18, "prof": 6, "features": ["superior_inspiration"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["voice_of_the_world"] } + ], + "feature_definitions": { + "vocalization_dice_d6": { "name": "Vocalization Dice (d6, 4/rest)", "kind": "bonus_action", "uses_per_long_rest": 4, "description": "Bonus action: expend a die to aid an ally within 60 ft.; they add the result to one attack/check/save within 10 minutes. d6 at level 1." }, + "vocalization_dice_d8": { "name": "Vocalization Dice (d8)", "kind": "bonus_action", "description": "Vocalization Dice scale to d8." }, + "vocalization_dice_d10": { "name": "Vocalization Dice (d10)", "kind": "bonus_action", "description": "Vocalization Dice scale to d10." }, + "vocalization_dice_d12": { "name": "Vocalization Dice (d12)", "kind": "bonus_action", "description": "Vocalization Dice scale to d12." }, + "polyglot": { "name": "Polyglot", "kind": "passive", "description": "Speak, read, write Common plus all Clade languages. Approximate subsonic and ultrasonic components imperfectly." }, + "jack_of_all_trades": { "name": "Jack of All Trades", "kind": "passive", "description": "Add half proficiency to checks you're not proficient in." }, + "song_of_rest_d6": { "name": "Song of Rest (d6)", "kind": "passive", "description": "During short rest, allies who hear you regain additional HP (d6 at level 2)." }, + "song_of_rest_d8": { "name": "Song of Rest (d8)", "kind": "passive", "description": "Song of Rest scales to d8." }, + "song_of_rest_d10": { "name": "Song of Rest (d10)", "kind": "passive", "description": "Song of Rest scales to d10." }, + "song_of_rest_d12": { "name": "Song of Rest (d12)", "kind": "passive", "description": "Song of Rest scales to d12." }, + "expertise_2": { "name": "Expertise (2)", "kind": "passive", "description": "Double proficiency bonus for 2 chosen proficient skills." }, + "expertise_2_more": { "name": "Expertise (2 more)", "kind": "passive", "description": "Choose 2 more proficient skills for expertise." }, + "font_of_inspiration": { "name": "Font of Inspiration", "kind": "passive", "description": "Vocalization Dice recharge on short rest." }, + "counter_vocalization": { "name": "Counter-Vocalization", "kind": "reaction", "description": "Reaction: when a creature within 60 ft. uses a vocalization-based ability, expend a die to attempt to counter (CHA check vs. theirs)." }, + "superior_inspiration": { "name": "Superior Inspiration", "kind": "passive", "description": "When you roll initiative with no dice remaining, regain one." }, + "voice_of_the_world": { "name": "Voice of the World", "kind": "active", "uses_per_long_rest": 1, "description": "Speak one sentence understood perfectly by every sentient creature within 300 ft., regardless of language or deafness. Once per long rest." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Warhorn or Whisperfur. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + }, + { + "id": "claw_wright", + "name": "Claw-Wright", + "hit_die": 8, + "primary_ability": ["INT"], + "saves": ["INT", "CON"], + "armor_proficiencies": ["light", "medium", "shields"], + "weapon_proficiencies": ["simple", "natural", "firearms"], + "tool_proficiencies": ["tinkers_tools", "artisans_tools", "artisans_tools_2"], + "skills_choose": 3, + "skill_options": ["arcana", "investigation", "medicine", "nature", "perception", "sleight_of_hand"], + "subclass_ids": ["combat_engineer", "body_wright"], + "starting_kit": [ + { "item_id": "hoof_club", "qty": 1, "auto_equip": true, "equip_slot": "main_hand" }, + { "item_id": "studded_leather", "qty": 1, "auto_equip": true, "equip_slot": "body" }, + { "item_id": "buckler", "qty": 1, "auto_equip": true, "equip_slot": "off_hand" }, + { "item_id": "healers_kit", "qty": 1, "auto_equip": false }, + { "item_id": "rope_claw_braid", "qty": 1, "auto_equip": false }, + { "item_id": "rations_prey", "qty": 5, "auto_equip": false } + ], + "level_table": [ + { "level": 1, "prof": 2, "features": ["adaptive_crafting", "field_repair"] }, + { "level": 2, "prof": 2, "features": ["gadget_pool_2"] }, + { "level": 3, "prof": 2, "features": ["subclass_select"] }, + { "level": 4, "prof": 2, "features": ["asi"] }, + { "level": 5, "prof": 3, "features": ["extra_attack", "gadget_pool_3"] }, + { "level": 6, "prof": 3, "features": ["subclass_feature", "tool_expertise"] }, + { "level": 7, "prof": 3, "features": ["flash_of_genius"] }, + { "level": 8, "prof": 3, "features": ["asi"] }, + { "level": 9, "prof": 4, "features": ["gadget_pool_4"] }, + { "level": 10, "prof": 4, "features": ["subclass_feature"] }, + { "level": 11, "prof": 4, "features": ["reliable_engineering"] }, + { "level": 12, "prof": 4, "features": ["asi"] }, + { "level": 13, "prof": 5, "features": ["gadget_pool_5"] }, + { "level": 14, "prof": 5, "features": ["subclass_feature"] }, + { "level": 15, "prof": 5, "features": ["superior_gadgets"] }, + { "level": 16, "prof": 5, "features": ["asi"] }, + { "level": 17, "prof": 6, "features": ["gadget_pool_6"] }, + { "level": 18, "prof": 6, "features": ["subclass_feature"] }, + { "level": 19, "prof": 6, "features": ["asi"] }, + { "level": 20, "prof": 6, "features": ["master_wright"] } + ], + "feature_definitions": { + "adaptive_crafting": { "name": "Adaptive Crafting", "kind": "passive", "description": "Modify any tool, weapon, or equipment to function for a different Clade's body type during a short rest. Modified items grant +1 to relevant checks for the intended species." }, + "field_repair": { "name": "Field Repair", "kind": "active", "description": "Action: restore 1d8 + INT HP to a construct or repair a broken object/mechanism. On creatures: emergency medical treatment — stabilize, splint, suture." }, + "gadget_pool_2": { "name": "Gadget Pool (2)", "kind": "passive", "description": "Long rest: create gadgets. 2 active at a time at level 2." }, + "gadget_pool_3": { "name": "Gadget Pool (3)", "kind": "passive", "description": "3 active gadgets." }, + "gadget_pool_4": { "name": "Gadget Pool (4)", "kind": "passive", "description": "4 active gadgets." }, + "gadget_pool_5": { "name": "Gadget Pool (5)", "kind": "passive", "description": "5 active gadgets." }, + "gadget_pool_6": { "name": "Gadget Pool (6)", "kind": "passive", "description": "6 active gadgets." }, + "extra_attack": { "name": "Extra Attack", "kind": "passive", "description": "Two attacks per Attack action." }, + "tool_expertise": { "name": "Tool Expertise", "kind": "passive", "description": "Double proficiency with all tools you're proficient in." }, + "flash_of_genius": { "name": "Flash of Genius", "kind": "reaction", "description": "Reaction: when you or a creature within 30 ft. makes a check or save, add INT mod to the roll. Uses equal to INT mod per long rest." }, + "reliable_engineering":{ "name": "Reliable Engineering", "kind": "passive", "description": "Gadget save DCs +2. Damaging gadgets add INT mod." }, + "superior_gadgets": { "name": "Superior Gadgets", "kind": "passive", "description": "Unlock advanced gadget tier; existing gadgets gain enhanced effects." }, + "master_wright": { "name": "Master Wright", "kind": "active", "description": "Long rest: create one Masterwork item. Permanent, fits any Clade, +3 to relevant checks. Maintain up to 3." }, + "subclass_select": { "name": "Subclass Selection", "kind": "stub", "description": "Choose Combat Engineer or Body-Wright. (Phase 5: deferred.)" }, + "subclass_feature": { "name": "Subclass Feature", "kind": "stub", "description": "Subclass-specific feature. (Phase 5: deferred.)" }, + "asi": { "name": "Ability Score Improvement", "kind": "stub", "description": "Increase ability scores. (Phase 5: deferred.)" } + } + } +] diff --git a/_design_handoff/character_creation/Content/Data/species.json b/_design_handoff/character_creation/Content/Data/species.json new file mode 100644 index 0000000..167d3cb --- /dev/null +++ b/_design_handoff/character_creation/Content/Data/species.json @@ -0,0 +1,302 @@ +[ + { + "id": "wolf", + "clade_id": "canidae", + "name": "Wolf-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "jaws_of_the_alpha", "name": "Jaws of the Alpha", "description": "Unarmed bite deals 1d8 + STR piercing (1d10 at level 5, 1d12 at level 11). On crit, target makes a STR save (DC = 8 + prof + STR) or is grappled." }, + { "id": "tireless_pursuit", "name": "Tireless Pursuit", "description": "Forced march for additional CON-mod hours before exhaustion. Advantage on CON checks vs. exhaustion from prolonged activity." }, + { "id": "howl", "name": "Howl", "description": "Action: territorial howl audible to 1 mile. Allied Canidae who hear gain advantage on next attack roll or save within 1 minute. Once per long rest." } + ], + "detriments": [ + { "id": "dominance_reflex", "name": "Dominance Reflex", "description": "When publicly challenged, WIS save (DC 12) or compelled to respond with aggression or dominance display." }, + { "id": "heavy_frame", "name": "Heavy Frame", "description": "Disadvantage on DEX (Stealth) checks in enclosed or quiet environments." } + ] + }, + { + "id": "fox", + "clade_id": "canidae", + "name": "Fox-Folk", + "size": "medium", + "ability_mods": { "DEX": 1 }, + "base_speed_ft": 35, + "traits": [ + { "id": "vulpine_agility", "name": "Vulpine Agility", "description": "Base speed 35 ft. Move through the space of any creature one size larger without penalty." }, + { "id": "clever_paws", "name": "Clever Paws", "description": "Proficiency with Thieves' Tools and one additional tool of choice." }, + { "id": "tricksters_mask", "name": "Trickster's Mask", "description": "Advantage on CHA (Deception) checks. Once per long rest, suppress natural scent for 1 hour, imposing disadvantage on tracking and identification by smell." } + ], + "detriments": [ + { "id": "fragile_frame", "name": "Fragile Frame", "description": "Hit point maximum reduced by 1 per level (minimum 1 HP per level)." }, + { "id": "canid_prejudice", "name": "Canid Prejudice", "description": "Disadvantage on CHA (Persuasion) against wolf-folk until competence has been demonstrated to that individual." } + ] + }, + { + "id": "coyote", + "clade_id": "canidae", + "name": "Coyote-Folk", + "size": "medium", + "ability_mods": { "CHA": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "urban_adaptation", "name": "Urban Adaptation", "description": "Proficiency in Survival in urban environments. Find food, water, and shelter in any settlement within 1 hour. Advantage on checks to navigate sewers, rooftops, and alleys." }, + { "id": "scavengers_stomach", "name": "Scavenger's Stomach", "description": "Advantage on CON saves vs. ingested poisons and disease from spoiled food. Subsist on half the normal food and water requirements." }, + { "id": "opportunist", "name": "Opportunist", "description": "Reaction: when a creature within 5 ft. is hit by an ally's attack, make a single melee attack against that creature. Uses equal to proficiency bonus per long rest." } + ], + "detriments": [ + { "id": "distrusted", "name": "Distrusted", "description": "Disadvantage on CHA checks to establish trust with strangers from established institutions (merchants' guilds, noble houses, military)." }, + { "id": "restless_blood", "name": "Restless Blood", "description": "Disadvantage on checks or saves involving long-duration waiting, stakeouts, or monotonous tasks." } + ] + }, + { + "id": "lion", + "clade_id": "felidae", + "name": "Lion-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "commanding_presence", "name": "Commanding Presence", "description": "Proficiency in Intimidation (expertise if already proficient). When intimidating, may roar — creatures within 15 ft. who hear it make a WIS save (DC = 8 + prof + CHA) or are frightened until end of next turn. Once per short rest." }, + { "id": "pride_fighter", "name": "Pride Fighter", "description": "Lion-folk can both grant and benefit from flanking. When you and an ally are adjacent to the same enemy, both gain +2 to attack rolls against that enemy." }, + { "id": "mane_guard", "name": "Mane Guard", "description": "+1 AC against attacks targeting the neck or throat." } + ], + "detriments": [ + { "id": "territorial_ego", "name": "Territorial Ego", "description": "Disadvantage on CHA (Persuasion) when negotiating shared resources, territory, or leadership positions." }, + { "id": "heat_lethargy", "name": "Heat Lethargy", "description": "In temperatures above 90°F, CON save (DC 10) every hour of strenuous activity or gain a level of exhaustion." } + ] + }, + { + "id": "leopard", + "clade_id": "felidae", + "name": "Leopard-Folk", + "size": "medium", + "ability_mods": { "DEX": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "ambush_predator", "name": "Ambush Predator", "description": "Attacking a creature that hasn't acted yet in combat or is unaware deals +1d6 damage on the first hit (+2d6 at level 9)." }, + { "id": "arboreal_hunter", "name": "Arboreal Hunter", "description": "Climb speed equal to walking speed. Advantage on Athletics checks to climb. Move at full speed while climbing without penalty." }, + { "id": "shadow_pelt", "name": "Shadow Pelt", "description": "Advantage on Stealth checks in dim light or darkness." } + ], + "detriments": [ + { "id": "lone_operator", "name": "Lone Operator", "description": "Disadvantage on group skill checks (coordinated efforts, team athletics, group stealth)." }, + { "id": "trigger_reflexes", "name": "Trigger Reflexes", "description": "When surprised by sudden movement within 5 ft., WIS save (DC 10) or reflexively lash out with a claw attack against the triggering creature." } + ] + }, + { + "id": "housecat", + "clade_id": "felidae", + "name": "Housecat-Folk", + "size": "small", + "ability_mods": { "INT": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "unassuming", "name": "Unassuming", "description": "Advantage on Stealth in social settings (crowds, parties, meetings). Advantage on the first Deception check in any social encounter with a new creature." }, + { "id": "tight_spaces", "name": "Tight Spaces", "description": "Squeeze through openings sized for Tiny creatures without penalty. Advantage on checks to escape grapples and restraints." }, + { "id": "nine_lives", "name": "Nine Lives", "description": "When reduced to 0 HP, can choose to drop to 1 HP instead. Once per long rest." } + ], + "detriments": [ + { "id": "size_matters", "name": "Size Matters", "description": "Disadvantage on STR checks and saves against creatures two or more sizes larger. Carrying capacity halved. Heavy weapons cannot be used effectively." }, + { "id": "compulsive_curiosity", "name": "Compulsive Curiosity", "description": "When presented with a mystery, hidden space, or unknown object out of combat, WIS save (DC 12) or spend at least one action investigating." } + ] + }, + { + "id": "ferret", + "clade_id": "mustelidae", + "name": "Ferret-Folk", + "size": "small", + "ability_mods": { "CHA": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "weaver", "name": "Weaver", "description": "Move through any opening at least 6 inches wide. No penalty for combat in cramped spaces (tunnels, crawlspaces)." }, + { "id": "social_charm", "name": "Social Charm", "description": "Advantage on Deception and Persuasion checks against creatures who underestimate you for your size." } + ], + "detriments": [ + { "id": "small_frame", "name": "Small Frame", "description": "Carrying capacity halved. Heavy weapons cannot be used effectively." } + ] + }, + { + "id": "badger", + "clade_id": "mustelidae", + "name": "Badger-Folk", + "size": "medium", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 25, + "traits": [ + { "id": "burrower", "name": "Burrower", "description": "Burrow speed of 10 ft. through loose soil, sand, or snow. Cannot burrow through stone or hardpacked earth." }, + { "id": "tenacious_grip", "name": "Tenacious Grip", "description": "Advantage on grapple attempts. Targets you grapple have disadvantage on checks to escape." } + ], + "detriments": [ + { "id": "stocky_build", "name": "Stocky Build", "description": "Base speed 25 ft. Disadvantage on long-jump checks." } + ] + }, + { + "id": "wolverine", + "clade_id": "mustelidae", + "name": "Wolverine-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "savage_jaws", "name": "Savage Jaws", "description": "Unarmed bite deals 1d8 + STR piercing. On a critical hit, the wound bleeds: 1d4 damage at the start of the target's turn for 2 turns." }, + { "id": "indomitable_ferocity", "name": "Indomitable Ferocity", "description": "When reduced to 0 HP, drop to 1 HP instead. Once per long rest." } + ], + "detriments": [ + { "id": "feared_kin", "name": "Feared Kin", "description": "Disadvantage on CHA (Persuasion) checks with non-Mustelid creatures who recognize your species. Wolverine reputation precedes you." } + ] + }, + { + "id": "brown_bear", + "clade_id": "ursidae", + "name": "Brown Bear-Folk", + "size": "large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "rending_claws", "name": "Rending Claws", "description": "Unarmed claw attacks deal 1d8 + STR slashing. Two-paw rend: if both claw attacks hit the same target in one Attack action, deal an extra 1d6 damage." }, + { "id": "winter_hibernation", "name": "Winter Hibernation", "description": "Once per year, enter a deep restorative sleep for 1d4 weeks. On waking, fully heal and remove all levels of exhaustion." } + ], + "detriments": [] + }, + { + "id": "polar_bear", + "clade_id": "ursidae", + "name": "Polar Bear-Folk", + "size": "large", + "ability_mods": { "WIS": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "arctic_adaptation", "name": "Arctic Adaptation", "description": "Resistance to cold damage. Immunity to environmental cold effects. Swim speed equal to walking speed." }, + { "id": "white_pelt", "name": "White Pelt", "description": "Advantage on Stealth checks in snow, ice, or arctic terrain." } + ], + "detriments": [ + { "id": "polar_appetite", "name": "Polar Appetite", "description": "Requires triple rations daily. Without them, gain a level of exhaustion every 8 hours." } + ] + }, + { + "id": "elk", + "clade_id": "cervidae", + "name": "Elk-Folk", + "size": "medium_large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "majestic_antlers", "name": "Majestic Antlers", "description": "Antler attack deals 1d8 + STR piercing. Charging attack: if you move at least 20 ft. straight before attacking, deal +1d6 damage and target makes a STR save (DC = 8 + prof + STR) or is knocked back 5 ft." } + ], + "detriments": [ + { "id": "antler_drag", "name": "Antler Drag", "description": "During antler-shed season (1 month per year), antlers fall off — antler attack damage reduced by 1 die step until they regrow." } + ] + }, + { + "id": "deer", + "clade_id": "cervidae", + "name": "Deer-Folk", + "size": "medium", + "ability_mods": { "DEX": 1 }, + "base_speed_ft": 35, + "traits": [ + { "id": "swift_strider", "name": "Swift Strider", "description": "Base speed 35 ft. Difficult terrain costs no extra movement when moving in a straight line." }, + { "id": "alert_eyes", "name": "Alert Eyes", "description": "You cannot be surprised while conscious." } + ], + "detriments": [ + { "id": "skittish", "name": "Skittish", "description": "When taking damage from a hidden or unseen attacker, WIS save (DC 12) or use your reaction to move 10 ft. away from the attack source." } + ] + }, + { + "id": "moose", + "clade_id": "cervidae", + "name": "Moose-Folk", + "size": "large", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "broad_antlers", "name": "Broad Antlers", "description": "Antler attack deals 1d10 + STR piercing. Charging attack: if you move at least 20 ft. straight before attacking, target makes a STR save (DC = 8 + prof + STR) or is knocked prone." }, + { "id": "swamp_strider", "name": "Swamp Strider", "description": "No movement penalty in marsh, mud, snow, or shallow water." } + ], + "detriments": [] + }, + { + "id": "rabbit", + "clade_id": "leporidae", + "name": "Rabbit-Folk", + "size": "small", + "ability_mods": { "WIS": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "warren_dweller", "name": "Warren Dweller", "description": "Burrow speed 10 ft. through loose soil. Advantage on Stealth checks in your home warren. Community Resilience: once per long rest, when within 30 ft. of two or more allies, regain 1d4 + level HP." }, + { "id": "powerful_legs", "name": "Powerful Legs", "description": "Standing long jump distance equals your speed; running long jump doubles it." } + ], + "detriments": [ + { "id": "small_prey", "name": "Small Prey", "description": "Carrying capacity halved. Disadvantage on STR saves against creatures two or more sizes larger." } + ] + }, + { + "id": "hare", + "clade_id": "leporidae", + "name": "Hare-Folk", + "size": "medium", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 45, + "traits": [ + { "id": "open_ground_runner", "name": "Open Ground Runner", "description": "Base speed 45 ft. (fastest of any species). When you Dash, you can move through enemies' spaces if you end your movement outside their reach." }, + { "id": "wild_born", "name": "Wild Born", "description": "Proficiency in Survival. Advantage on CON saves against environmental exposure (cold, heat, wind, rain)." }, + { "id": "jackrabbit_dodge", "name": "Jackrabbit Dodge", "description": "Reaction when targeted by a ranged attack you can see, with at least 5 ft. of movement space: impose disadvantage on the attack roll. Uses equal to proficiency bonus per long rest." } + ], + "detriments": [ + { "id": "solitary_streak", "name": "Solitary Streak", "description": "Cannot benefit from Community Resilience effects. Disadvantage on checks involving group coordination." }, + { "id": "exposed", "name": "Exposed", "description": "Cannot benefit from full cover that involves enclosed spaces smaller than your body — claustrophobia is mechanical." } + ] + }, + { + "id": "bull", + "clade_id": "bovidae", + "name": "Bull-Folk", + "size": "large", + "ability_mods": { "STR": 1 }, + "base_speed_ft": 25, + "traits": [ + { "id": "charge", "name": "Charge", "description": "If you move at least 20 ft. straight toward a target and hit with a horn attack, target takes +2d6 bludgeoning and makes a STR save (DC = 8 + prof + STR) or is knocked prone." }, + { "id": "iron_constitution", "name": "Iron Constitution", "description": "Resistance to poison damage. Advantage on saves against poison and disease." }, + { "id": "immovable_anchor", "name": "Immovable Anchor", "description": "Bonus action: plant yourself. Until the start of your next turn, cannot be moved against your will and AC +2. Speed becomes 0." } + ], + "detriments": [ + { "id": "seeing_red", "name": "Seeing Red", "description": "When reduced to half HP by a melee attack, WIS save (DC 13) or compelled to attack the damaging creature on next turn, ignoring tactics." }, + { "id": "hooves_not_paws", "name": "Hooves, Not Paws", "description": "Disadvantage on checks requiring fine manual dexterity (lockpicking, surgery, calligraphy)." } + ] + }, + { + "id": "ram", + "clade_id": "bovidae", + "name": "Ram-Folk", + "size": "medium", + "ability_mods": { "WIS": 1 }, + "base_speed_ft": 30, + "traits": [ + { "id": "mountain_born", "name": "Mountain Born", "description": "Climb speed equal to walking speed. Immune to altitude sickness. Advantage on DEX checks and saves on narrow, unstable, or steep surfaces." }, + { "id": "headbutt", "name": "Headbutt", "description": "Horn attack deals 1d10 + STR when using Charge (20-ft. run-up). Target hit must make a CON save (DC = 8 + prof + STR) or be dazed (disadvantage on next attack roll)." }, + { "id": "wool_insulation", "name": "Wool Insulation", "description": "Resistance to cold damage. Advantage on saves against cold environments." } + ], + "detriments": [ + { "id": "horizontal_pupils", "name": "Horizontal Pupils", "description": "Disadvantage on Perception checks requiring depth perception at distances greater than 60 ft." }, + { "id": "herd_mentality", "name": "Herd Mentality", "description": "When 3+ visible allies are moving in a direction, WIS save (DC 10) or feel compelled to move with them." } + ] + }, + { + "id": "bison", + "clade_id": "bovidae", + "name": "Bison-Folk", + "size": "large", + "ability_mods": { "CON": 1 }, + "base_speed_ft": 25, + "traits": [ + { "id": "stampede_engine", "name": "Stampede Engine", "description": "Charge deals an additional 1d6 damage. If three or more bison-folk charge the same target or area, all attacks gain +1d6." }, + { "id": "prairie_endurance", "name": "Prairie Endurance", "description": "March for 16 hours before exhaustion checks begin. Advantage on CON saves against effects that would slow your movement." }, + { "id": "wall_of_fur", "name": "Wall of Fur", "description": "Resistance to non-magical bludgeoning damage." } + ], + "detriments": [ + { "id": "forward_weighted", "name": "Forward-Weighted", "description": "Disadvantage on DEX saves and checks that require backward movement, pivoting, or rapid direction changes." }, + { "id": "stoic_to_a_fault", "name": "Stoic to a Fault", "description": "Disadvantage on CHA (Performance) and CHA (Persuasion) checks that require emotional expressiveness." } + ] + } +] diff --git a/_design_handoff/character_creation/DESIGN_INTENT.md b/_design_handoff/character_creation/DESIGN_INTENT.md new file mode 100644 index 0000000..7df3c8e --- /dev/null +++ b/_design_handoff/character_creation/DESIGN_INTENT.md @@ -0,0 +1,112 @@ +# Character Creation — Design Intent + +This document captures the **originally-planned design** for the character +creation flow, extracted verbatim from the Phase 5 implementation plan +(`theriapolis-rpg-implementation-plan-phase5.md` §4.2). The current shipping +implementation deviates from it in one significant way (collapsed to a single +screen instead of a multi-step wizard) — both forms are valid; Design is free +to redesign in either direction. + +## From the Phase 5 plan, §4.2 (verbatim): + +> ### 4.2 Character creation +> +> Screen flow (single Myra panel, multi-step): +> +> 1. **Clade.** Picker of 7 cards: Canidae / Felidae / Mustelidae / Ursidae / +> Cervidae / Bovidae / Leporidae. Each shows ability mods + 1-line trait +> summary. +> 2. **Species.** Filtered to the selected clade. Shows size, ability mods, +> defining trait. +> 3. **Class.** All 8. Shows hit die, primary ability, level-1 feature +> names. Recommends species/class fits (informational only — no +> restrictions). +> 4. **Background.** All 12. Skill proficiencies + tool proficiencies + +> feature text. Mechanical effects of features are stubbed for Phase 5. +> 5. **Stats.** Two methods, player choice: +> - **Standard array:** 15, 14, 13, 12, 10, 8 (assignable). Default. +> - **Roll 4d6 drop lowest** ×6, assign. Each *Reroll* press derives a +> fresh seed: +> ``` +> statRollSeed = worldSeed ^ RNG_STAT_ROLL ^ msSinceGameStart +> ``` +> `msSinceGameStart` is wall-clock ms since the process started. +> `CharacterBuilder.RollAbilityScores` accepts an `ulong? msOverride +> = null` parameter; when non-null, that value is used in place of +> the live ms snapshot. Tests use the override; the game does not. +> This gives true non-reproducibility across plays, reproducibility +> within tests, and worldseed-anchored variation. +> 6. **Skills.** Class lists `skillsChoose` and `skillOptions`. Player +> picks N from the offered list (in addition to background's two free). +> 7. **Name + confirm.** Default "Wanderer". On confirm: `CharacterBuilder` +> produces a `Character`, `ActorManager.SpawnPlayer` is called with +> that character attached. +> +> **Validation:** every step's Next button is disabled until the field is +> valid. `CharacterBuilder.TryBuild(out string error)` is the single +> canonical check. + +## What shipped vs. what was planned + +The Phase 5 M2 implementation collapsed the 7-step wizard into a **single +panel with all selectors visible at once** because: + +- Defaults are sensible enough that pressing Confirm immediately produces a + working character — no step is strictly required. +- All inputs are independent (changing class doesn't invalidate clade), so + a wizard doesn't actually serialize anything. +- A single screen is faster to ship and easier to test in M2. + +The data model and validation already support either presentation. A +multi-step wizard with progressive disclosure (per the original plan) is a +fully valid redesign target. So is a denser single-screen layout with +better visual hierarchy. So is a hybrid (e.g. two screens: identity, then +mechanics). + +## Constraints (don't redesign these out) + +- **Stats seeding rule** — the formula + `statRollSeed = worldSeed ^ RNG_STAT_ROLL ^ msSinceGameStart` + is locked. Each Reroll press must produce a new outcome (player rerolls + for a better roll; we deliberately allow this rather than name-locking). + Tests pin the seed via an override parameter. +- **Validation is canonical via `CharacterBuilder.Validate(out string error)`** + — UI displays whatever message the builder produces; UI does not invent + its own validation rules. +- **Skill count is class-driven** — `ClassDef.SkillsChoose` says how many + skills the player picks from `ClassDef.SkillOptions`. Background skills + are added automatically and don't count toward this quota. +- **Stats are entered as a 6-value block and assigned to abilities** — + whether via Standard Array drag/click assignment or a 4d6 roll, the + underlying data is six integers in (STR, DEX, CON, INT, WIS, CHA) order. + Clade and species mods are applied AFTER assignment (in the builder), + so the screen shows both the base value and the post-mod final. +- **Name field is required and free-text.** Default "Wanderer". No length cap + enforced beyond Myra's TextBox default. + +## Out of scope for this design pass + +- Hybrid characters (two parent clades). The data layer doesn't support them + yet (`Character.Clade` is a single ref) and they're explicitly Phase 6. +- Subclass selection at character creation. The data is loaded but Phase 5 + defers all subclass mechanics to Phase 5.5+. +- Backstory / personality fields beyond the suggested-personality string on + each background. +- Save slot picker (separate flow — `SaveLoadScreen`). +- Multiplayer / co-op character creation. + +## What "good" looks like + +A redesign that: +- Keeps "press Confirm immediately and get a working character" working — + defaults are part of the contract. +- Surfaces clade traits, species traits, class level-1 features, and + background features at the moment of selection (not buried two clicks + away). +- Communicates the relationship between clade ability mods and species + ability mods clearly (additive — both apply). +- Makes the difference between Standard Array and 4d6 rolling visually + obvious so players don't accidentally lock in random rolls. +- Gives the rolled-stats path a "show previous roll for comparison" affordance. +- Shows the starting kit (weapons, armor, gear from `ClassDef.StartingKit`) + before the player commits. diff --git a/_design_handoff/character_creation/IMPLEMENTATION_STATUS.md b/_design_handoff/character_creation/IMPLEMENTATION_STATUS.md new file mode 100644 index 0000000..28dd71f --- /dev/null +++ b/_design_handoff/character_creation/IMPLEMENTATION_STATUS.md @@ -0,0 +1,123 @@ +# Character Creation — Implementation Status + +**Last updated:** 2026-04-25 +**Source design:** `from_design/` (React/HTML/CSS prototype produced by Claude Design) +**Implementation:** [Theriapolis.Game/Screens/CharacterCreationScreen.cs](../../Theriapolis.Game/Screens/CharacterCreationScreen.cs) +**Helpers:** [Theriapolis.Game/UI/CodexCopy.cs](../../Theriapolis.Game/UI/CodexCopy.cs) (skill / language / item / class-clade copy) + +The React prototype in `from_design/` is the canonical design reference. +Keep it intact as a snapshot; this document records what the C# / Myra port +preserves, adapts, and defers. + +## Faithful ports ✓ + +- **7-step wizard structure** — Clade → Species → Calling → History → + Abilities → Skills → Sign. Matches the design's `STEPS` array in `app.jsx`. +- **Stepper at top with locked / active / completed states** — uses ✓ / ✕ + / Roman numerals as visual marks. Locked steps are disabled buttons; the + user can always click backward to revisit completed folios. +- **Aside summary panel on the right** — name, lineage, calling+history, + abilities (with mods applied), skills counter. Updates live as the player + builds the character. +- **Validation contract** — every step has `ValidateStep(int) → string?`; + Next is disabled while the current step is invalid; Confirm is disabled + unless every step is valid. Messages match the design's vocabulary. +- **All four content collections** — clades, species, classes, backgrounds — + rendered from the same JSON the design used. Filtering rules (species + filtered to selected clade, skills filtered to class options) match. +- **Class↔clade recommendations** — the "★ Suits Clade" badge on the Calling + cards uses the same lookup table from the design's `CLASS_CLADE_REC`. + Informational only; doesn't gate selection. +- **Standard Array vs 4d6-drop-lowest** — both methods supported. The roll + seed formula `worldSeed ^ RNG_STAT_ROLL ^ msSinceGameStart` (locked by the + Phase 5 plan §4.2 / DESIGN_INTENT.md) is preserved; tests inject `msOverride`. +- **Auto-assign + Clear** — match the design's affordances. Auto-assign + honours already-pinned abilities and fills the rest from the pool by + class-primary priority. +- **Roll history** — last 3 prior rolls displayed when in roll mode (just + like the React prototype's "Previous rolls:" line). +- **Skills grouped by ability** — same layout. Background-sealed skills + are pre-checked and locked; class-pickable skills show a counter + ("N / required chosen"); skills not on the class's offered list are + disabled with `[—]` markers. +- **Review step** — name input + summary blocks for lineage, calling+history, + final abilities, skills, starting kit. Each block has an "Edit ›" link + back to the relevant earlier step. Starting kit reads from + `ClassDef.StartingKit` (same as M3). + +## Adapted (not 1:1, but functionally equivalent) + +- **Drag-and-drop stat assignment → click-pick-then-click-place.** Myra + doesn't ship native drag-drop. The pool shows clickable value buttons; a + selected value is bracketed (`[15]`); the next ability slot click consumes + it. Click a filled slot to return its value to the pool. Same end state + as drag-drop; one extra click per assignment. +- **Hover popovers → "Selected" detail panel.** Trait/skill/feature + descriptions surface in the bottom of the aside panel when the relevant + card is clicked, instead of on hover. Myra has no rich tooltip system; + building one would mean a custom popup widget. Click-to-show is a + reasonable substitute for keyboard-and-controller futures too. +- **Card grid with wrapping → fixed-width buttons in rows of 2 or 3.** + Myra has no native flex-wrap container, so each step's grid is hand-laid + with `HorizontalStackPanel`s of fixed-width `TextButton`s. Each card + is a multi-line button (name on line 1, mods/stats on line 2, + features/traits on line 3). Less pretty than the design's framed cards + but information-equivalent. +- **Predator/prey clade grouping** — kept as section headers between + rows ("── Predators ──", "── Prey ──") instead of separately styled + groups, since Myra has no rich section-divider widget. +- **Folio numerals + "Codex of Becoming" header** — preserved as text + ("Folio I of VII — Clade") even without serif fonts to render it + ceremonial. The aesthetic gap is the next item. + +## Deferred (visual / aesthetic gap) + +The React prototype's "illuminated codex" art direction — +parchment-paper background, gilded accents (`--gild`, `--seal`), serif +display fonts (Cormorant Garamond, Cinzel), monospace tags (JetBrains Mono), +section rules with ornament glyphs — is not portable to Myra without +custom theming work. + +Myra theming requires: +1. A `theme.json` declaring colors + brushes +2. Custom `SpriteFont` builds for the serif/display fonts +3. Optional 9-slice background brushes for card frames +4. A `Stylesheet` instance the Desktop loads at startup + +For M5 ship-point, the C# wizard uses Myra's default fonts + a +semi-transparent dark panel (`Color(15, 15, 25, 220)`). The visual polish +is M6+ theming work — when we tackle it, the design's `index.html` +` + + + + + + + + + + + +
+ + + + + + + + + + + + diff --git a/_design_handoff/character_creation/from_design/src/app.jsx b/_design_handoff/character_creation/from_design/src/app.jsx new file mode 100644 index 0000000..5d60d23 --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/app.jsx @@ -0,0 +1,230 @@ +/* Main app shell — wizard navigation, state, aside summary. */ + +const { useState: useS, useEffect: useE, useMemo: useM } = React; + +const STEPS = [ + { id: "clade", name: "Clade", key: "cladeId" }, + { id: "species", name: "Species", key: "speciesId" }, + { id: "class", name: "Calling", key: "classId" }, + { id: "background", name: "History", key: "backgroundId" }, + { id: "stats", name: "Abilities", key: "stats" }, + { id: "skills", name: "Skills", key: "skills" }, + { id: "review", name: "Sign", key: "name" }, +]; + +const App = ({ data, tweaks, setTweaks }) => { + const [step, setStep] = useS(0); + const [state, setState] = useS(() => ({ + data, + cladeId: "canidae", + speciesId: data.species.find(s => s.clade_id === "canidae")?.id, + classId: "fangsworn", + backgroundId: "pack_raised", + statMethod: "array", + statPool: STANDARD_ARRAY.map(v => ({ value: v })), + statAssign: {}, + statHistory: [], + chosenSkills: [], + name: "", + portraitStyle: "silhouette", + })); + + const set = (patch) => setState(s => ({ ...s, ...patch })); + + const clade = data.clades.find(c => c.id === state.cladeId); + const species = data.species.find(s => s.id === state.speciesId); + const cls = data.classes.find(c => c.id === state.classId); + const bg = data.backgrounds.find(b => b.id === state.backgroundId); + + // When class changes, reset skill picks + useE(() => { set({ chosenSkills: [] }); }, [state.classId]); + // When clade changes, ensure species belongs to it + useE(() => { + if (!species || species.clade_id !== state.cladeId) { + set({ speciesId: data.species.find(s => s.clade_id === state.cladeId)?.id }); + } + }, [state.cladeId]); + + // Validation per step + const validate = (i) => { + if (i === 0) return state.cladeId ? null : "Pick a clade."; + if (i === 1) return state.speciesId ? null : "Pick a species."; + if (i === 2) return state.classId ? null : "Pick a calling."; + if (i === 3) return state.backgroundId ? null : "Pick a background."; + if (i === 4) return Object.keys(state.statAssign).length === 6 ? null : `Assign all six abilities (${Object.keys(state.statAssign).length}/6).`; + if (i === 5) return state.chosenSkills.length === (cls?.skills_choose || 0) ? null : `Pick exactly ${cls?.skills_choose} skill${cls?.skills_choose>1?"s":""} (${state.chosenSkills.length}/${cls?.skills_choose}).`; + if (i === 6) return state.name.trim() ? null : "Enter a name."; + return null; + }; + + const stepError = validate(step); + const allValid = STEPS.every((_, i) => !validate(i)); + + const StepComp = [ + Steps.StepClade, Steps.StepSpecies, Steps.StepClass, Steps.StepBackground, + Steps.StepStats, Steps.StepSkills, Steps.StepReview, + ][step]; + + return ( +
+
+
+

Theriapolis · Codex of Becoming

+
Folio {romanize(step+1)} of VII — {STEPS[step].name}
+
+
+ Seed · 0x4F2A · Phase V · M2 +
+
+ +
+ {STEPS.map((s, i) => { + // A step is locked if any earlier step has unmet requirements. + // The current step is always reachable; earlier steps are always + // reachable (so the user can go back and edit). + const firstIncomplete = STEPS.findIndex((_, j) => validate(j)); + const locked = i > step && firstIncomplete !== -1 && firstIncomplete < i; + const isComplete = !validate(i) && i !== step; + return ( +
{ if (!locked) setStep(i); }} + title={locked ? "Complete earlier folios first" : undefined} + > +
{locked ? "✕" : romanize(i+1)}
+
{s.name}
+
+ ); + })} +
+ +
+
+ +
+
+
+
+ +
+ +
+
+ {stepError || (step < 6 ? "Folio complete" : (allValid ? "Ready to sign" : "Some folios remain"))} +
+
{step+1} / 7
+
+ {step < STEPS.length - 1 ? ( + + ) : ( + + )} +
+
+ ); +}; + +const Aside = ({ state, set, tweaks, setTweaks }) => { + const clade = state.data.clades.find(c => c.id === state.cladeId); + const species = state.data.species.find(s => s.id === state.speciesId); + const cls = state.data.classes.find(c => c.id === state.classId); + const bg = state.data.backgrounds.find(b => b.id === state.backgroundId); + + return ( +
+
The Subject
+ + + +
+

Name

+
{state.name || "Unnamed"}
+
+ +
+

Lineage

+
{species?.name || "—"} {clade?.name} · {SIZE_LABEL[species?.size] || "—"}
+ {(clade || species) && ( +
+ {(clade?.traits || []).map(t => ( + + ))} + {(species?.traits || []).map(t => ( + + ))} + {tweaks.showDetriments && (clade?.detriments || []).map(t => ( + + ))} + {tweaks.showDetriments && (species?.detriments || []).map(t => ( + + ))} +
+ )} +
+ +
+

Calling & History

+
{cls?.name || "—"} d{cls?.hit_die} · {bg?.name || "no history"}
+ {cls && ( +
+ {(cls.level_table?.find(l => l.level === 1)?.features || []) + .filter(k => !["asi","subclass_select","subclass_feature"].includes(k)) + .map(k => { + const f = cls.feature_definitions[k]; + if (!f) return null; + return ; + })} +
+ )} + {bg && ( +
+ +
+ )} +
+ +
+

Abilities

+
+ {ABILITIES.map(ab => { + const base = state.statAssign[ab]; + const cm = clade?.ability_mods[ab] || 0; + const sm = species?.ability_mods[ab] || 0; + const f = base != null ? base + cm + sm : null; + const m = f != null ? abilityMod(f) : null; + return ( +
+
{ab}
+
{f ?? "—"}
+
{m != null ? signed(m) : ""}
+
+ ); + })} +
+
+ +
+

Skills · {state.chosenSkills.length + (bg?.skill_proficiencies?.length || 0)}

+
+ {(bg?.skill_proficiencies || []).map(s => ( + + ))} + {state.chosenSkills.map(s => ( + + ))} + {(state.chosenSkills.length + (bg?.skill_proficiencies?.length || 0)) === 0 && ( + none yet + )} +
+
+
+ ); +}; + +function romanize(n) { + return ["I","II","III","IV","V","VI","VII","VIII","IX","X"][n-1] || String(n); +} + +window.App = App; diff --git a/_design_handoff/character_creation/from_design/src/data.jsx b/_design_handoff/character_creation/from_design/src/data.jsx new file mode 100644 index 0000000..d788563 --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/data.jsx @@ -0,0 +1,163 @@ +/* Data loader + helpers */ + +const ABILITIES = ["STR", "DEX", "CON", "INT", "WIS", "CHA"]; +const ABILITY_LABELS = { + STR: "Strength", DEX: "Dexterity", CON: "Constitution", + INT: "Intellect", WIS: "Wisdom", CHA: "Charisma", +}; +const STANDARD_ARRAY = [15, 14, 13, 12, 10, 8]; + +const SKILL_ABILITY = { + acrobatics: "DEX", animal_handling: "WIS", arcana: "INT", + athletics: "STR", deception: "CHA", history: "INT", + insight: "WIS", intimidation: "CHA", investigation: "INT", + medicine: "WIS", nature: "INT", perception: "WIS", + performance: "CHA", persuasion: "CHA", religion: "INT", + sleight_of_hand: "DEX", stealth: "DEX", survival: "WIS", +}; + +const SKILL_LABEL = { + acrobatics: "Acrobatics", animal_handling: "Animal Handling", arcana: "Arcana", + athletics: "Athletics", deception: "Deception", history: "History", + insight: "Insight", intimidation: "Intimidation", investigation: "Investigation", + medicine: "Medicine", nature: "Nature", perception: "Perception", + performance: "Performance", persuasion: "Persuasion", religion: "Religion", + sleight_of_hand: "Sleight of Hand", stealth: "Stealth", survival: "Survival", +}; + +// Skill descriptions, framed in Theriapolis's clade-vocabulary so hover hints +// match the rest of the codex's tone. +const SKILL_DESC = { + acrobatics: "Tumbling, balance, and the kind of footwork that keeps you upright on a coliseum sand-floor or a warren-rope. Body-cunning under pressure.", + animal_handling: "Reading and steering non-sentient beasts — feral hounds, draft-kine, the wild cousins of your own clade. Calming, herding, riding.", + arcana: "Knowledge of the older magics: scent-sorcery, blood-sigil, the half-forgotten rites that pre-date the Covenant of Claws.", + athletics: "Raw physical effort. Climbing scaffold, swimming the foul canal, hauling a packmate from the pit, breaking a hold.", + deception: "Speaking convincingly past your scent. The art of the false posture, the planted rumor, the answer that is technically true.", + history: "The long memory of Theriapolis — the Imperium's fall, the Compact's ratification, which clade owes which other a centuries-old debt.", + insight: "Reading another's true posture beneath their words. Catching the off-note in a snarl, the held breath, the lie in a friendly tail.", + intimidation: "Bared-teeth diplomacy. The threat made plain enough that violence is not required to extract compliance.", + investigation: "Methodical search and inference: scene-reading, document-sifting, the patient accumulation of small facts into a verdict.", + medicine: "Field surgery, poultice-craft, knowing which clade tolerates which tincture. Stabilizing the dying without finishing them.", + nature: "Knowledge of the wild outside the city wall — terrain, weather, plant-lore, and the unsigned beasts that observe no Covenant.", + perception: "Awareness through every sense your clade gives you: ear-cock, scent-prickle, the half-glimpsed shape at the edge of vision.", + performance: "Holding an audience — coliseum crowd, courtroom gallery, market square. Song, oratory, the body that compels watching.", + persuasion: "Open-handed argument. The case made on its merits, the appeal to mutual benefit, the patient construction of agreement.", + religion: "The hymn-cycles of the Cervid liturgy, the Compact's sacred clauses, the small household rites your clade keeps without thinking.", + sleight_of_hand: "Quiet fingers — pickpocketing, palmed coins, the swap performed under another's nose. Useful in markets and courtrooms alike.", + stealth: "Movement unseen and unsmelled. Wind-checking, scent-suppression, the slow weight-shift on a creaking floor.", + survival: "Field-craft beyond the wall: tracking, foraging, fire-making, knowing which run-off is safe to drink and which carries the upstream butcher's leavings.", +}; + +const SIZE_LABEL = { + small: "Small", medium: "Medium", medium_large: "Medium-Large", large: "Large", +}; + +// Class → recommended clades (informational, per design intent) +const CLASS_CLADE_REC = { + fangsworn: ["canidae", "felidae", "ursidae"], + bulwark: ["bovidae", "ursidae"], + feral: ["ursidae", "mustelidae", "bovidae"], + shadow_pelt: ["felidae", "mustelidae", "leporidae"], + scent_broker: ["canidae", "mustelidae"], + covenant_keeper: ["canidae", "bovidae", "cervidae"], + muzzle_speaker: ["felidae", "leporidae"], + claw_wright: ["mustelidae", "leporidae"], +}; + +// Language metadata — name + description for hover hints +const LANGUAGES = { + common: { name: "Common", description: "The market-and-courthouse trade tongue of Theriapolis. Spoken by every clade; the language of contracts, guard-watches, and most of the city's signage." }, + canid: { name: "Canid", description: "Pack-tongue of the Canidae. Heavy with subsonic registers and scent-words — Canid sentences carry pheromonal undertones non-Canid speakers cannot fully parse." }, + felid: { name: "Felid", description: "Sinuous and tonal, with a parallel tail-and-ear pidgin. Felid speakers trade in implication and pause; lying in Felid is a high art." }, + mustelid: { name: "Mustelid", description: "Quick, percussive trade-speech of the Mustelidae. Famous for its dense vocabulary of musks, debts, and small grievances." }, + ursid: { name: "Ursid", description: "Slow, low-register growl-speech. Ursid grammar prefers final emphasis — the important word always comes last." }, + cervid: { name: "Cervid", description: "Old, hymn-shaped tongue of the Cervidae. Most speakers know Cervid as a song-language for funerals, treaties, and the long calendar." }, + bovid: { name: "Bovid", description: "Patient, formal speech of the herd-clades. Bovid is the language of guild-councils and oaths; lying in formal Bovid is itself a punishable act." }, + leporid: { name: "Leporid", description: "Rapid, twitch-paced chatter of the Leporidae. Leporid uses tense markers for danger and runs faster than most non-Leporidae can follow." }, +}; + +// Pretty item names from item ids +const ITEM_NAME = { + rend_sword: "Rend-sword", chain_shirt: "Chain Shirt", buckler: "Buckler", + healers_kit: "Healer's Kit", rations_predator: "Rations (predator)", + rations_prey: "Rations (prey)", hoof_club: "Hoof Club", chain_mail: "Chain Mail", + standard_shield: "Shield", paw_axe: "Paw Axe", hide_vest: "Hide Vest", + thorn_blade: "Thorn-blade", studded_leather: "Studded Leather", + claw_bow: "Claw-bow", poultice_universal: "Universal Poultice", + scent_mask_basic: "Scent-mask", fang_knife: "Fang Knife", + leather_harness: "Leather Harness", pheromone_vial_calm: "Pheromone Vial (calm)", + pheromone_vial_fear: "Pheromone Vial (fear)", rope_claw_braid: "Claw-braid Rope", +}; + +// Plain-language readings for traits/detriments — author-curated +const TRAIT_READING = { + pack_instinct: "When a friend nearby gets attacked, you can throw your shoulder in front of them to ward off the blow.", + superior_scent: "Your nose tells you what eyes can't — feelings, lies, fear in a room.", + subsonic_communication: "You can talk silently with other Canid-folk over short distances.", + pack_dependent: "Alone, your nerves fray. Crowds steady you.", + scent_overload: "Strong smells make a noisy room.", + retractable_claws: "Sheath them for fine work, draw them for a fight.", + darkvision: "Dim light reads as bright; pitch dark reads as dim grey.", + feline_grace: "You shrug off most falls and find your feet on any ledge.", + tail_speak: "Your tail says what your mouth won't — visible to anyone who reads Felid.", + solitary_instinct: "Help from non-Felidae mostly bounces off — you work alone or you work with kin.", + prides_cost: "A public fumble costs you the next charm check; the room is watching.", + sinuous_frame: "Bend through gaps the size of a saucer; slip a grapple like water.", + burning_metabolism: "Cold doesn't stick. Hunger does.", + ferocity: "Wounded, you bite harder for one turn.", + high_metabolism: "Two days of rations a day — or you crash.", + scent_marker: "Mustelid musk is unmistakable. Stealth costs extra.", + powerful_build: "You count as one size larger for hauling and grappling.", + thick_hide: "Your skin is armor. Blunt damage barely lands.", + bone_crushing_jaws: "A clean bite ends fights.", + lumbering: "You don't sneak. You arrive.", + heat_intolerance: "Heat saps you — long hot days demand rest.", + fleet_footed: "You're faster, and dashing past enemies is safer.", + antlers: "A natural weapon, growing back each year.", + wide_field_of_view: "Hard to flank — you see what's at the corners.", + flight_response: "Sudden danger triggers a save-or-flee reflex.", + delicate_frame: "Less HP per level. You feel hits.", + horns: "Permanent natural weapon — bone, not bone-spurs.", + herd_wall: "Allies at your shoulder give you AC.", + unshakeable: "Fear and charm slide off you.", + ponderous_gait: "Slower base speed; quick pivots aren't your thing.", + stubborn: "Feints fool you because you commit.", + leaping_strides: "No run-up needed for big jumps.", + burrow_savvy: "Underground is home. You see and survive there.", + twitch_reflexes: "First in initiative; ranged shots flinch off.", + fragile_body: "Less HP. Easier to knock down.", + constant_vigilance: "New places keep you wired — short rests don't take.", +}; + +async function loadData() { + const fetchJson = async (p) => { + const r = await fetch(p); + if (!r.ok) throw new Error("Failed to load " + p); + return r.json(); + }; + const [clades, species, classes, backgrounds] = await Promise.all([ + fetchJson("data/clades.json"), + fetchJson("data/species.json"), + fetchJson("data/classes.json"), + fetchJson("data/backgrounds.json"), + ]); + return { clades, species, classes, backgrounds }; +} + +function abilityMod(score) { return Math.floor((score - 10) / 2); } +function signed(n) { return n >= 0 ? `+${n}` : `${n}`; } + +window.ABILITIES = ABILITIES; +window.ABILITY_LABELS = ABILITY_LABELS; +window.STANDARD_ARRAY = STANDARD_ARRAY; +window.SKILL_ABILITY = SKILL_ABILITY; +window.SKILL_LABEL = SKILL_LABEL; +window.SKILL_DESC = SKILL_DESC; +window.SIZE_LABEL = SIZE_LABEL; +window.CLASS_CLADE_REC = CLASS_CLADE_REC; +window.ITEM_NAME = ITEM_NAME; +window.LANGUAGES = LANGUAGES; +window.TRAIT_READING = TRAIT_READING; +window.loadData = loadData; +window.abilityMod = abilityMod; +window.signed = signed; diff --git a/_design_handoff/character_creation/from_design/src/main.jsx b/_design_handoff/character_creation/from_design/src/main.jsx new file mode 100644 index 0000000..ea1349d --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/main.jsx @@ -0,0 +1,32 @@ +/* Entry point — loads data, mounts app. */ + +const Root = () => { + const [data, setData] = React.useState(null); + const [err, setErr] = React.useState(null); + const [tweaks, setTweak] = useTweaks(window.TweakDefaults); + + React.useEffect(() => { + loadData().then(setData).catch(e => setErr(String(e))); + }, []); + + // setTweaks accepts a partial object: {theme: 'dark', density: 'compact'} + const setTweaks = (patch) => { + Object.entries(patch).forEach(([k, v]) => setTweak(k, v)); + }; + + if (err) return
Failed to load codex: {err}
; + if (!data) return ( +
+ Unsealing the codex… +
+ ); + + return ( + <> + + + + ); +}; + +ReactDOM.createRoot(document.getElementById("app")).render(); diff --git a/_design_handoff/character_creation/from_design/src/portrait.jsx b/_design_handoff/character_creation/from_design/src/portrait.jsx new file mode 100644 index 0000000..508915d --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/portrait.jsx @@ -0,0 +1,177 @@ +/* Portrait — three swappable styles: silhouette+aura, sigil+heraldry, placeholder slot. */ + +const Portrait = ({ clade, species, style, name }) => { + const cladeId = clade?.id || "canidae"; + const speciesId = species?.id; + + const cladeColor = { + canidae: "#8b6a3a", felidae: "#c08a3a", mustelidae: "#74552c", + ursidae: "#5a3a1c", cervidae: "#a07840", bovidae: "#6a4a2a", leporidae: "#b89863", + }[cladeId] || "#8b6a3a"; + + if (style === "silhouette") { + return ( +
+ +
+ {species?.name || "—"} · {clade?.name || "—"} +
+
+ ); + } + + if (style === "heraldry") { + return ( +
+ + {/* Heraldic shield */} + + + + + + + + + {/* Quarter divisions */} + + {/* Center sigil */} + + + + +
+ House of {clade?.name || "—"} +
+
+ ); + } + + // placeholder + return ( +
+
+
+
portrait
+ {clade?.name || "—"} / {species?.name || "—"} +
tbd · art ticket
+
+
+
+ ); +}; + +const SilhouetteSVG = ({ cladeId, speciesId, accent }) => { + // Stylized side-profile silhouette per clade family. + // Each ~ figurative anthro-bust suggested through tonal shapes only. + const head = SILHOUETTES[cladeId] || SILHOUETTES.canidae; + return ( + + + + + + + + + + + + + {/* aura */} + + {/* silhouette */} + {head} + {/* scent particles */} + + + + + + + ); +}; + +// Hand-shaped silhouette paths per clade — abstract anthropomorphic busts +const SILHOUETTES = { + canidae: <> + {/* shoulders */} + + {/* neck */} + + {/* head */} + + {/* ears */} + + + {/* muzzle */} + + , + felidae: <> + + + + {/* triangular ears */} + + + + , + mustelidae: <> + + + {/* long narrow head */} + + + + + , + ursidae: <> + + + {/* round large head */} + + {/* small round ears */} + + + + , + cervidae: <> + + + + {/* antlers */} + + + + + , + bovidae: <> + + + + {/* curved horns */} + + + + , + leporidae: <> + + + + {/* long ears */} + + + + + + , +}; + +window.Portrait = Portrait; diff --git a/_design_handoff/character_creation/from_design/src/sigils.jsx b/_design_handoff/character_creation/from_design/src/sigils.jsx new file mode 100644 index 0000000..3011dd0 --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/sigils.jsx @@ -0,0 +1,28 @@ +/* Clade & class sigils — simple geometric heraldic glyphs (not figurative). */ + +const Sigil = ({ id, size = 30 }) => { + const s = size; + const stroke = "currentColor"; + const sw = 1.4; + const common = { width: s, height: s, viewBox: "0 0 32 32", fill: "none", stroke, strokeWidth: sw, strokeLinecap: "round", strokeLinejoin: "round" }; + switch (id) { + case "canidae": // pack triangle (three points) + return ; + case "felidae": // crescent + claw + return ; + case "mustelidae": // sinuous "S" + return ; + case "ursidae": // heavy paw + return ; + case "cervidae": // antler crown + return ; + case "bovidae": // horns + return ; + case "leporidae": // long ears + return ; + default: + return ; + } +}; + +window.Sigil = Sigil; diff --git a/_design_handoff/character_creation/from_design/src/steps.jsx b/_design_handoff/character_creation/from_design/src/steps.jsx new file mode 100644 index 0000000..ad147aa --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/steps.jsx @@ -0,0 +1,647 @@ +/* The 7 wizard step components. + Exports: StepClade, StepSpecies, StepClass, StepBackground, StepStats, StepSkills, StepReview + All read/write through the shared `state` object passed via props. */ + +const { useState, useMemo, useEffect } = React; + +// ============ STEP 1: CLADE ============ +const StepClade = ({ state, set, tweaks }) => { + const { clades } = state.data; + const groupBy = tweaks.predatorPrey; + + const groups = groupBy + ? [ + { label: "Predators", items: clades.filter(c => c.kind === "predator") }, + { label: "Prey", items: clades.filter(c => c.kind === "prey") }, + ] + : [{ label: null, items: clades }]; + + const renderCard = (c) => { + const sel = state.cladeId === c.id; + return ( +
set({ cladeId: c.id, speciesId: state.data.species.find(s => s.clade_id === c.id)?.id })} + > + +
+
+
+
{c.name}
+
{c.kind}
+
+
+
+ {Object.entries(c.ability_mods).map(([k,v]) => ( + = 0 ? "pos" : "neg")}>{k} {signed(v)} + ))} +
+
Languages
+
+ {c.languages.map(l => ( + + ))} +
+
Traits
+
+ {c.traits.map(t => ( + + ))} + {tweaks.showDetriments && c.detriments.map(t => ( + + ))} +
+
+ ); + }; + + return ( + <> +
+
+
Folio I — Of Bloodlines
+

Choose your Clade

+

The seven great families of Theriapolis. Your clade is the body you were born to — the broad shape of your gait, the fall of your shadow, the words your scent carries before you speak.

+
+
+ {groups.map(g => ( +
+ {g.label &&
{g.label}
} +
{g.items.map(renderCard)}
+
+ ))} + + ); +}; + +// ============ STEP 2: SPECIES ============ +const StepSpecies = ({ state, set, tweaks }) => { + const clade = state.data.clades.find(c => c.id === state.cladeId); + const filtered = state.data.species.filter(s => s.clade_id === state.cladeId); + if (!clade) return

Pick a clade first.

; + + return ( + <> +
+
+
Folio II — Of Lineage within {clade.name}
+

Choose your Species

+

Within every clade are kindreds — different statures, ranges, and inheritances. The species refines what the clade began.

+
+
+
+ {filtered.map(s => { + const sel = state.speciesId === s.id; + return ( +
set({ speciesId: s.id })} + > +
{s.name}
+
{SIZE_LABEL[s.size] || s.size} · {s.base_speed_ft} ft.
+
+ {Object.entries(s.ability_mods).map(([k,v]) => ( + = 0 ? "pos" : "neg")}>{k} {signed(v)} + ))} +
+
+ {s.traits.map(t => ( + + ))} + {tweaks.showDetriments && s.detriments.map(t => ( + + ))} +
+
+ ); + })} +
+ + ); +}; + +// ============ STEP 3: CLASS ============ +const StepClass = ({ state, set, tweaks }) => { + const recommendedClasses = useMemo(() => { + const recs = []; + Object.entries(CLASS_CLADE_REC).forEach(([cls, clades]) => { + if (clades.includes(state.cladeId)) recs.push(cls); + }); + return new Set(recs); + }, [state.cladeId]); + + return ( + <> +
+
+
Folio III — Of Vocations
+

Choose your Calling

+

Eight callings exist within the Covenant. Each shapes how you fight, treat, parley, or unmake the world.

+
+
+
+ {state.data.classes.map(c => { + const sel = state.classId === c.id; + const rec = recommendedClasses.has(c.id); + return ( +
set({ classId: c.id })} + > +
+ {c.name} + {rec && ★ Suits Clade} +
+
d{c.hit_die} · primary {c.primary_ability.join("/")} · saves {c.saves.join("/")}
+
+ {(c.level_table?.find(l => l.level === 1)?.features || []) + .filter(k => !["asi","subclass_select","subclass_feature"].includes(k)) + .map(k => { + const f = c.feature_definitions[k]; + if (!f) return null; + return ; + })} +
+
+ Picks {c.skills_choose} skill{c.skills_choose > 1 ? "s" : ""} · armor: {c.armor_proficiencies.join(", ")} +
+
+ ); + })} +
+ + ); +}; + +// ============ STEP 4: BACKGROUND ============ +const StepBackground = ({ state, set, tweaks }) => { + return ( + <> +
+
+
Folio IV — Of Histories
+

Choose your Background

+

Where the clade gives you body and the calling gives you craft, the background gives you a past — debts, contacts, scars, the way you sleep.

+
+
+
+ {state.data.backgrounds.map(b => { + const sel = state.backgroundId === b.id; + return ( +
set({ backgroundId: b.id })} + > +
{b.name}
+ {tweaks.showFlavor &&
{b.flavor}
} +
Feature
+
+ +
+
Skills
+
+ {b.skill_proficiencies.map(s => )} +
+
+ ); + })} +
+ + ); +}; + +// ============ STEP 5: STATS ============ +const StepStats = ({ state, set, tweaks }) => { + const clade = state.data.clades.find(c => c.id === state.cladeId); + const species = state.data.species.find(s => s.id === state.speciesId); + const cls = state.data.classes.find(c => c.id === state.classId); + + const method = state.statMethod; // "array" | "roll" + + // Drag/drop handlers cover three cases: + // pool -> slot (assign; if slot has a value, return that to pool) + // slot -> slot (move; if dest has a value, swap the two) + // slot -> pool (return value to pool) + const handleDrop = (destAbility, payload) => { + const newPool = [...state.statPool]; + const newAssign = { ...state.statAssign }; + if (payload.from === "pool") { + // If dest already has a value, return it to the pool first. + if (newAssign[destAbility] != null) { + newPool.push({ value: newAssign[destAbility] }); + } + newPool.splice(payload.idx, 1); + newAssign[destAbility] = payload.value; + } else if (payload.from === "slot") { + const srcAbility = payload.ability; + if (srcAbility === destAbility) return; + const srcVal = newAssign[srcAbility]; + const destVal = newAssign[destAbility]; + // swap (or move if dest empty) + newAssign[destAbility] = srcVal; + if (destVal != null) newAssign[srcAbility] = destVal; + else delete newAssign[srcAbility]; + } + set({ statPool: newPool, statAssign: newAssign }); + }; + + // Drop a slot value back into the pool. + const dropToPool = (payload) => { + if (payload.from !== "slot") return; + const newAssign = { ...state.statAssign }; + const v = newAssign[payload.ability]; + if (v == null) return; + delete newAssign[payload.ability]; + set({ + statPool: [...state.statPool, { value: v }], + statAssign: newAssign, + }); + }; + + const clearAbility = (ab) => { + const newPool = [...state.statPool]; + const newAssign = { ...state.statAssign }; + if (newAssign[ab] != null) { + newPool.push({ value: newAssign[ab], used: false }); + delete newAssign[ab]; + } + set({ statPool: newPool, statAssign: newAssign }); + }; + + const reroll = () => { + const r = () => { + const dice = Array.from({length: 4}, () => 1 + Math.floor(Math.random() * 6)); + dice.sort((a,b) => a-b); + return dice[1] + dice[2] + dice[3]; + }; + const vals = Array.from({length: 6}, r); + set({ + statPool: vals.map(v => ({ value: v })), + statAssign: {}, + statHistory: [...(state.statHistory || []), { vals, ts: Date.now() }], + }); + }; + + const useArray = () => { + set({ + statMethod: "array", + statPool: STANDARD_ARRAY.map(v => ({ value: v })), + statAssign: {}, + }); + }; + const useRoll = () => { + set({ statMethod: "roll" }); + reroll(); + }; + + const autoAssign = () => { + if (!cls) return; + // Honor abilities the user already pinned. Only fill remaining ones from + // values still in the pool, and only into ability slots still empty. + const newAssign = { ...state.statAssign }; + const assignedAbilities = new Set(Object.keys(newAssign)); + + // Order of preference: class primary first (any not yet pinned), then + // a sensible default fallback for the rest. + const order = [...cls.primary_ability]; + ["CON","DEX","STR","WIS","INT","CHA"].forEach(a => { if (!order.includes(a)) order.push(a); }); + const remainingAbilities = order.filter(a => !assignedAbilities.has(a)); + + // Sort the still-in-pool values descending and place onto remaining + // abilities in preference order. + const remainingValues = [...state.statPool.map(p => p.value)].sort((a,b) => b-a); + + const newPool = []; + remainingAbilities.forEach((a, i) => { + if (i < remainingValues.length) { + newAssign[a] = remainingValues[i]; + } + }); + // If pool had more values than empty slots (shouldn't happen, but be + // defensive), keep the leftovers in the pool. + if (remainingValues.length > remainingAbilities.length) { + remainingValues.slice(remainingAbilities.length).forEach(v => { + newPool.push({ value: v }); + }); + } + + set({ statPool: newPool, statAssign: newAssign }); + }; + + return ( + <> +
+
+
Folio V — Of Aptitudes
+

Set your Abilities

+

Six numbers describe what your body and mind can do. Drag values from the pool onto the abilities — your primary calling preference is suggested.

+
+
+ +
+
Standard Array
+
Roll 4d6 — drop lowest
+
+ +
{ e.preventDefault(); e.currentTarget.classList.add("drag-over"); }} + onDragLeave={(e) => e.currentTarget.classList.remove("drag-over")} + onDrop={(e) => { + e.preventDefault(); + e.currentTarget.classList.remove("drag-over"); + try { + const payload = JSON.parse(e.dataTransfer.getData("text/plain")); + dropToPool(payload); + } catch {} + }} + > + {state.statPool.length === 0 &&
All values assigned. Drag from a slot to return.
} + {state.statPool.map((p, i) => ( +
{ + e.dataTransfer.setData("text/plain", JSON.stringify({ from: "pool", value: p.value, idx: i })); + e.dataTransfer.effectAllowed = "move"; + }} + >{p.value}
+ ))} +
+ {method === "roll" && } + + +
+
+ + {/* Roll history */} + {method === "roll" && (state.statHistory || []).length > 1 && ( +
+ Previous rolls:{" "} + {state.statHistory.slice(0, -1).slice(-3).map((h, i) => ( + [{h.vals.join(", ")}] + ))} +
+ )} + +
+ {ABILITIES.map(ab => { + const v = state.statAssign[ab]; + const cladeMod = clade?.ability_mods[ab] || 0; + const speciesMod = species?.ability_mods[ab] || 0; + const totalBonus = cladeMod + speciesMod; + const bonusSources = []; + if (cladeMod) bonusSources.push({ source: clade?.name || "Clade", value: cladeMod }); + if (speciesMod) bonusSources.push({ source: species?.name || "Species", value: speciesMod }); + const final = (v ?? 0) + cladeMod + speciesMod; + const finalMod = abilityMod(final); + const isPrimary = cls?.primary_ability.includes(ab); + return ( +
+
+ + {ab} + {totalBonus !== 0 && ( + + )} + + {ABILITY_LABELS[ab]}{isPrimary && " · primary"} +
+
{ + if (v == null) { e.preventDefault(); return; } + e.dataTransfer.setData("text/plain", JSON.stringify({ from: "slot", value: v, ability: ab })); + e.dataTransfer.effectAllowed = "move"; + }} + onDragOver={(e) => { e.preventDefault(); e.currentTarget.classList.add("drag-over"); }} + onDragLeave={(e) => e.currentTarget.classList.remove("drag-over")} + onDrop={(e) => { + e.preventDefault(); + e.currentTarget.classList.remove("drag-over"); + try { + const payload = JSON.parse(e.dataTransfer.getData("text/plain")); + handleDrop(ab, payload); + } catch {} + }} + onClick={() => v != null && clearAbility(ab)} + title={v != null ? "Drag to swap, or click to return to pool" : "Drop a value here"} + > + {v ?? "—"} +
+
+ {v != null && (cladeMod || speciesMod) ? `base ${v}` : (v != null ? "" : "")} +
+
+
+ {v != null ? final : "—"} + = 0 ? "var(--seal)" : "var(--ink-mute)", letterSpacing: "0.1em"}}>{v != null ? signed(finalMod) : ""} +
+
+
+
+
+
+ ); + })} +
+ + ); +}; + +// ============ STEP 6: SKILLS ============ +const StepSkills = ({ state, set, tweaks }) => { + const cls = state.data.classes.find(c => c.id === state.classId); + const bg = state.data.backgrounds.find(b => b.id === state.backgroundId); + if (!cls) return

Pick a class first.

; + + const lockedFromBg = new Set((bg?.skill_proficiencies || [])); + const classOptions = new Set(cls.skill_options); + const required = cls.skills_choose; + const chosen = state.chosenSkills; + + const toggle = (skillId) => { + if (lockedFromBg.has(skillId)) return; + const has = chosen.includes(skillId); + if (has) set({ chosenSkills: chosen.filter(s => s !== skillId) }); + else if (chosen.length < required) set({ chosenSkills: [...chosen, skillId] }); + }; + + // Group all 18 skills by ability + const grouped = {}; + ABILITIES.forEach(a => grouped[a] = []); + Object.entries(SKILL_LABEL).forEach(([id]) => { + grouped[SKILL_ABILITY[id]].push(id); + }); + + return ( + <> +
+
+
Folio VI — Of Trained Hands
+

Choose your Skills

+

Your background grants two skills automatically (sealed). From your calling's offered list, choose {required} more.

+
+
+ +
+
+
{chosen.length} / {required} chosen
+
+ + {lockedFromBg.size} sealed by background +
+
+
+ Class: {cls.name} · Background: {bg?.name || "—"} +
+
+ +
+ {ABILITIES.map(ab => ( +
+
+ {ABILITY_LABELS[ab]} + {ab} +
+ {grouped[ab].map(skillId => { + const fromBg = lockedFromBg.has(skillId); + const fromClass = classOptions.has(skillId); + const checked = chosen.includes(skillId); + const klass = fromBg ? "locked" : (!fromClass ? "unavailable" : (checked ? "checked" : "")); + return ( +
fromClass && toggle(skillId)} + > +
+
{(checked || fromBg) ? "✓" : ""}
+ +
+
+ {fromBg ? "Background" : (fromClass ? "Class" : "—")} +
+
+ ); + })} +
+ ))} +
+ + ); +}; + +// ============ STEP 7: NAME + REVIEW ============ +const StepReview = ({ state, set, tweaks, goTo }) => { + const clade = state.data.clades.find(c => c.id === state.cladeId); + const species = state.data.species.find(s => s.id === state.speciesId); + const cls = state.data.classes.find(c => c.id === state.classId); + const bg = state.data.backgrounds.find(b => b.id === state.backgroundId); + + return ( + <> +
+
+
Folio VII — Of Names & Witness
+

Sign the Codex

+

Review your character. The name you sign here is the one the world will speak.

+
+
+ +
+

Name

+ set({ name: e.target.value })} + placeholder="Wanderer" + style={{maxWidth: 480}} + /> +
+ +
+
+
+

{clade?.name}

+ +
+
{species?.name} {SIZE_LABEL[species?.size]}
+
+
+
+

{cls?.name}

+ +
+
+ d{cls?.hit_die} · {cls?.primary_ability.join("/")} +
+
+ {bg?.name} +
+
+
+ +
+
+

Final Abilities

+ +
+
+ {ABILITIES.map(ab => { + const base = state.statAssign[ab] || 0; + const cm = clade?.ability_mods[ab] || 0; + const sm = species?.ability_mods[ab] || 0; + const f = base + cm + sm; + const m = abilityMod(f); + return ( +
+
{ab}
+
{f}
+
{signed(m)}
+
+ ); + })} +
+
+ +
+
+

Skills

+ +
+
+ {(bg?.skill_proficiencies || []).map(s => ( + {SKILL_LABEL[s]} · BG + ))} + {state.chosenSkills.map(s => ( + {SKILL_LABEL[s]} + ))} +
+
+ +
+
+

Starting Kit

+ +
+
+ {(cls?.starting_kit || []).map((it, i) => ( +
+
{ITEM_NAME[it.item_id] || it.item_id}
+
×{it.qty}
+ {it.auto_equip &&
{it.equip_slot}
} +
+ ))} +
+
+ + ); +}; + +window.Steps = { StepClade, StepSpecies, StepClass, StepBackground, StepStats, StepSkills, StepReview }; diff --git a/_design_handoff/character_creation/from_design/src/trait-hint.jsx b/_design_handoff/character_creation/from_design/src/trait-hint.jsx new file mode 100644 index 0000000..c8b4078 --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/trait-hint.jsx @@ -0,0 +1,180 @@ +/* TraitName — clickable/hoverable trait name that shows a hint window with description. + Stays open as long as the mouse is over the trait name OR the hint window itself. */ + +const TraitName = ({ trait, detriment = false, suffix = ".", className = "", label = null }) => { + const [open, setOpen] = React.useState(false); + const [pos, setPos] = React.useState({ left: 0, top: 0, arrowLeft: 18 }); + const triggerRef = React.useRef(null); + const hintRef = React.useRef(null); + const closeTimerRef = React.useRef(null); + + // We allow a tiny grace period so moving the cursor from the trigger to the + // hint window doesn't cause a flicker-close. Both trigger and hint cancel + // the timer on enter and start it on leave. + const cancelClose = () => { + if (closeTimerRef.current) { + clearTimeout(closeTimerRef.current); + closeTimerRef.current = null; + } + }; + const scheduleClose = () => { + cancelClose(); + closeTimerRef.current = setTimeout(() => setOpen(false), 80); + }; + + // Re-measure & clamp. Wrapped so we can call from the layout effect AND + // from scroll/resize. Stored in a ref to avoid re-creating the listener. + const measure = React.useCallback(() => { + if (!hintRef.current || !triggerRef.current) return; + const PAD = 8; + const trig = triggerRef.current.getBoundingClientRect(); + const hint = hintRef.current.getBoundingClientRect(); + // documentElement.clientWidth excludes the vertical scrollbar gutter, + // which window.innerWidth sometimes includes. Using clientWidth keeps + // the popover from poking into the scrollbar lane. + const vw = document.documentElement.clientWidth || window.innerWidth; + const vh = document.documentElement.clientHeight || window.innerHeight; + + // Default: under trigger, left-aligned with trigger. + let left = trig.left; + let top = trig.bottom + 6; + let placement = "below"; + + // Flip above if there's no room below and there's room above. + if (top + hint.height + PAD > vh && trig.top - 6 - hint.height >= PAD) { + top = trig.top - 6 - hint.height; + placement = "above"; + } + + // Clamp horizontally inside the viewport + if (left + hint.width + PAD > vw) left = vw - hint.width - PAD; + if (left < PAD) left = PAD; + + // Clamp vertically (in case neither above nor below quite fits — better + // to overlap the trigger than escape the viewport). + if (top + hint.height + PAD > vh) top = vh - hint.height - PAD; + if (top < PAD) top = PAD; + + // Arrow follows trigger center, clamped within the popover's edges. + const triggerCenter = trig.left + trig.width / 2; + const arrowLeft = Math.max(12, Math.min(hint.width - 24, triggerCenter - left - 6)); + + setPos({ + left: left + window.scrollX, + top: top + window.scrollY, + arrowLeft, + placement, + }); + }, []); + + // After the hint mounts, measure & clamp. + React.useLayoutEffect(() => { + if (!open) return; + measure(); + }, [open, measure]); + + React.useEffect(() => () => cancelClose(), []); + + // Recalculate on scroll/resize while open. + React.useEffect(() => { + if (!open) return; + window.addEventListener("scroll", measure, true); + window.addEventListener("resize", measure); + return () => { + window.removeEventListener("scroll", measure, true); + window.removeEventListener("resize", measure); + }; + }, [open, measure]); + + const onEnter = () => { + cancelClose(); + setOpen(true); + }; + + const reading = TRAIT_READING[trait.id]; + + return ( + <> + {label != null ? label : (trait.name + suffix)} + {open && ReactDOM.createPortal( +
+
+ {trait.name} + {trait.tag && {trait.tag}} + {detriment && detriment} +
+
{trait.description}
+ {reading && ( +
{reading}
+ )} +
, + document.body, + )} + + ); +}; + +window.TraitName = TraitName; + +/* LanguageChip — same hover-popover pattern but for a language id. */ +const LanguageChip = ({ id }) => { + const lang = LANGUAGES[id] || { name: id, description: "Unknown tongue." }; + // Re-use TraitName by giving it a trait-shaped object. + const trait = { id: "lang_" + id, name: lang.name, description: lang.description }; + return ; +}; + +window.LanguageChip = LanguageChip; + +/* SkillChip — hover-popover for a skill id. Shows label, governing ability, + and the codex-flavored description. */ +const SkillChip = ({ id, suffix = "", className = "", labelOverride = null }) => { + const name = SKILL_LABEL[id] || id; + const desc = SKILL_DESC[id] || "A skill of Theriapolis."; + const ab = SKILL_ABILITY[id]; + const trait = { + id: "skill_" + id, + name, + description: desc, + tag: ab, + }; + return ; +}; + +window.SkillChip = SkillChip; + +/* BonusPill — small badge showing a numeric bonus, with a hover popover + that lists the sources of the bonus (clade, species, etc.) */ +const BonusPill = ({ total, sources, ability }) => { + if (!sources || sources.length === 0) return null; + const breakdown = sources.map(s => `${signed(s.value)} from ${s.source}`).join(" · "); + const trait = { + id: "bonus_" + ability, + name: ability + " modifier", + description: breakdown, + }; + return ( + = 0 ? "pos" : "neg")} + /> + ); +}; + +window.BonusPill = BonusPill; diff --git a/_design_handoff/character_creation/from_design/src/tweaks.jsx b/_design_handoff/character_creation/from_design/src/tweaks.jsx new file mode 100644 index 0000000..a3fc577 --- /dev/null +++ b/_design_handoff/character_creation/from_design/src/tweaks.jsx @@ -0,0 +1,57 @@ +/* Tweaks panel wiring. */ +const { useEffect: useTE } = React; + +const TWEAK_DEFAULTS = /*EDITMODE-BEGIN*/{ + "theme": "dark", + "density": "comfortable", + "fontPair": "garamond", + "showFlavor": true, + "showDetriments": true, + "predatorPrey": false, + "plainReadings": false +}/*EDITMODE-END*/; + +const FONT_PAIRS = { + garamond: { display: "'Cormorant Garamond', serif", body: "'Crimson Pro', serif" }, + spectral: { display: "'Spectral', serif", body: "'Spectral', serif" }, + cinzel: { display: "'Cinzel', serif", body: "'EB Garamond', serif" }, + uncial: { display: "'Uncial Antiqua', serif", body: "'EB Garamond', serif" }, +}; + +const TweaksWiring = ({ tweaks, setTweaks }) => { + // Apply theme + density + fonts to root + useTE(() => { + document.documentElement.dataset.theme = tweaks.theme; + document.documentElement.dataset.density = tweaks.density; + const pair = FONT_PAIRS[tweaks.fontPair] || FONT_PAIRS.garamond; + document.documentElement.style.setProperty("--serif-display", pair.display); + document.documentElement.style.setProperty("--serif-body", pair.body); + }, [tweaks.theme, tweaks.density, tweaks.fontPair]); + + return ( + + + setTweaks({ theme: v })} + options={[{value:"parchment", label:"Parchment"}, {value:"dark", label:"Candlelit"}, {value:"blood", label:"Blood-warm"}]} /> + setTweaks({ density: v })} + options={[{value:"comfortable", label:"Comfortable"}, {value:"compact", label:"Compact"}]} /> + setTweaks({ fontPair: v })} + options={[ + {value:"garamond", label:"Cormorant + Crimson"}, + {value:"spectral", label:"Spectral throughout"}, + {value:"cinzel", label:"Cinzel + Garamond"}, + {value:"uncial", label:"Uncial + Garamond"}, + ]} /> + + + setTweaks({ showFlavor: v })} /> + setTweaks({ showDetriments: v })} /> + setTweaks({ predatorPrey: v })} /> + setTweaks({ plainReadings: v })} /> + + + ); +}; + +window.TweakDefaults = TWEAK_DEFAULTS; +window.TweaksWiring = TweaksWiring; diff --git a/_design_handoff/character_creation/from_design/tweaks-panel.jsx b/_design_handoff/character_creation/from_design/tweaks-panel.jsx new file mode 100644 index 0000000..d01b95a --- /dev/null +++ b/_design_handoff/character_creation/from_design/tweaks-panel.jsx @@ -0,0 +1,419 @@ + +// tweaks-panel.jsx +// Reusable Tweaks shell + form-control helpers. +// +// Owns the host protocol (listens for __activate_edit_mode / __deactivate_edit_mode, +// posts __edit_mode_available / __edit_mode_set_keys / __edit_mode_dismissed) so +// individual prototypes don't re-roll it. Ships a consistent set of controls so you +// don't hand-draw , segmented radios, steppers, etc. +// +// Usage (in an HTML file that loads React + Babel): +// +// const TWEAK_DEFAULTS = /*EDITMODE-BEGIN*/{ +// "primaryColor": "#D97757", +// "fontSize": 16, +// "density": "regular", +// "dark": false +// }/*EDITMODE-END*/; +// +// function App() { +// const [t, setTweak] = useTweaks(TWEAK_DEFAULTS); +// return ( +//
+// Hello +// +// +// setTweak('fontSize', v)} /> +// setTweak('density', v)} /> +// +// setTweak('primaryColor', v)} /> +// setTweak('dark', v)} /> +// +//
+// ); +// } +// +// ───────────────────────────────────────────────────────────────────────────── + +const __TWEAKS_STYLE = ` + .twk-panel{position:fixed;right:16px;bottom:16px;z-index:2147483646;width:280px; + max-height:calc(100vh - 32px);display:flex;flex-direction:column; + background:rgba(250,249,247,.78);color:#29261b; + -webkit-backdrop-filter:blur(24px) saturate(160%);backdrop-filter:blur(24px) saturate(160%); + border:.5px solid rgba(255,255,255,.6);border-radius:14px; + box-shadow:0 1px 0 rgba(255,255,255,.5) inset,0 12px 40px rgba(0,0,0,.18); + font:11.5px/1.4 ui-sans-serif,system-ui,-apple-system,sans-serif;overflow:hidden} + .twk-hd{display:flex;align-items:center;justify-content:space-between; + padding:10px 8px 10px 14px;cursor:move;user-select:none} + .twk-hd b{font-size:12px;font-weight:600;letter-spacing:.01em} + .twk-x{appearance:none;border:0;background:transparent;color:rgba(41,38,27,.55); + width:22px;height:22px;border-radius:6px;cursor:default;font-size:13px;line-height:1} + .twk-x:hover{background:rgba(0,0,0,.06);color:#29261b} + .twk-body{padding:2px 14px 14px;display:flex;flex-direction:column;gap:10px; + overflow-y:auto;overflow-x:hidden;min-height:0; + scrollbar-width:thin;scrollbar-color:rgba(0,0,0,.15) transparent} + .twk-body::-webkit-scrollbar{width:8px} + .twk-body::-webkit-scrollbar-track{background:transparent;margin:2px} + .twk-body::-webkit-scrollbar-thumb{background:rgba(0,0,0,.15);border-radius:4px; + border:2px solid transparent;background-clip:content-box} + .twk-body::-webkit-scrollbar-thumb:hover{background:rgba(0,0,0,.25); + border:2px solid transparent;background-clip:content-box} + .twk-row{display:flex;flex-direction:column;gap:5px} + .twk-row-h{flex-direction:row;align-items:center;justify-content:space-between;gap:10px} + .twk-lbl{display:flex;justify-content:space-between;align-items:baseline; + color:rgba(41,38,27,.72)} + .twk-lbl>span:first-child{font-weight:500} + .twk-val{color:rgba(41,38,27,.5);font-variant-numeric:tabular-nums} + + .twk-sect{font-size:10px;font-weight:600;letter-spacing:.06em;text-transform:uppercase; + color:rgba(41,38,27,.45);padding:10px 0 0} + .twk-sect:first-child{padding-top:0} + + .twk-field{appearance:none;width:100%;height:26px;padding:0 8px; + border:.5px solid rgba(0,0,0,.1);border-radius:7px; + background:rgba(255,255,255,.6);color:inherit;font:inherit;outline:none} + .twk-field:focus{border-color:rgba(0,0,0,.25);background:rgba(255,255,255,.85)} + select.twk-field{padding-right:22px; + background-image:url("data:image/svg+xml;utf8,"); + background-repeat:no-repeat;background-position:right 8px center} + + .twk-slider{appearance:none;-webkit-appearance:none;width:100%;height:4px;margin:6px 0; + border-radius:999px;background:rgba(0,0,0,.12);outline:none} + .twk-slider::-webkit-slider-thumb{-webkit-appearance:none;appearance:none; + width:14px;height:14px;border-radius:50%;background:#fff; + border:.5px solid rgba(0,0,0,.12);box-shadow:0 1px 3px rgba(0,0,0,.2);cursor:default} + .twk-slider::-moz-range-thumb{width:14px;height:14px;border-radius:50%; + background:#fff;border:.5px solid rgba(0,0,0,.12);box-shadow:0 1px 3px rgba(0,0,0,.2);cursor:default} + + .twk-seg{position:relative;display:flex;padding:2px;border-radius:8px; + background:rgba(0,0,0,.06);user-select:none} + .twk-seg-thumb{position:absolute;top:2px;bottom:2px;border-radius:6px; + background:rgba(255,255,255,.9);box-shadow:0 1px 2px rgba(0,0,0,.12); + transition:left .15s cubic-bezier(.3,.7,.4,1),width .15s} + .twk-seg.dragging .twk-seg-thumb{transition:none} + .twk-seg button{appearance:none;position:relative;z-index:1;flex:1;border:0; + background:transparent;color:inherit;font:inherit;font-weight:500;height:22px; + border-radius:6px;cursor:default;padding:0} + + .twk-toggle{position:relative;width:32px;height:18px;border:0;border-radius:999px; + background:rgba(0,0,0,.15);transition:background .15s;cursor:default;padding:0} + .twk-toggle[data-on="1"]{background:#34c759} + .twk-toggle i{position:absolute;top:2px;left:2px;width:14px;height:14px;border-radius:50%; + background:#fff;box-shadow:0 1px 2px rgba(0,0,0,.25);transition:transform .15s} + .twk-toggle[data-on="1"] i{transform:translateX(14px)} + + .twk-num{display:flex;align-items:center;height:26px;padding:0 0 0 8px; + border:.5px solid rgba(0,0,0,.1);border-radius:7px;background:rgba(255,255,255,.6)} + .twk-num-lbl{font-weight:500;color:rgba(41,38,27,.6);cursor:ew-resize; + user-select:none;padding-right:8px} + .twk-num input{flex:1;min-width:0;height:100%;border:0;background:transparent; + font:inherit;font-variant-numeric:tabular-nums;text-align:right;padding:0 8px 0 0; + outline:none;color:inherit;-moz-appearance:textfield} + .twk-num input::-webkit-inner-spin-button,.twk-num input::-webkit-outer-spin-button{ + -webkit-appearance:none;margin:0} + .twk-num-unit{padding-right:8px;color:rgba(41,38,27,.45)} + + .twk-btn{appearance:none;height:26px;padding:0 12px;border:0;border-radius:7px; + background:rgba(0,0,0,.78);color:#fff;font:inherit;font-weight:500;cursor:default} + .twk-btn:hover{background:rgba(0,0,0,.88)} + .twk-btn.secondary{background:rgba(0,0,0,.06);color:inherit} + .twk-btn.secondary:hover{background:rgba(0,0,0,.1)} + + .twk-swatch{appearance:none;-webkit-appearance:none;width:56px;height:22px; + border:.5px solid rgba(0,0,0,.1);border-radius:6px;padding:0;cursor:default; + background:transparent;flex-shrink:0} + .twk-swatch::-webkit-color-swatch-wrapper{padding:0} + .twk-swatch::-webkit-color-swatch{border:0;border-radius:5.5px} + .twk-swatch::-moz-color-swatch{border:0;border-radius:5.5px} +`; + +// ── useTweaks ─────────────────────────────────────────────────────────────── +// Single source of truth for tweak values. setTweak persists via the host +// (__edit_mode_set_keys → host rewrites the EDITMODE block on disk). +function useTweaks(defaults) { + const [values, setValues] = React.useState(defaults); + const setTweak = React.useCallback((key, val) => { + setValues((prev) => ({ ...prev, [key]: val })); + window.parent.postMessage({ type: '__edit_mode_set_keys', edits: { [key]: val } }, '*'); + }, []); + return [values, setTweak]; +} + +// ── TweaksPanel ───────────────────────────────────────────────────────────── +// Floating shell. Registers the protocol listener BEFORE announcing +// availability — if the announce ran first, the host's activate could land +// before our handler exists and the toolbar toggle would silently no-op. +// The close button posts __edit_mode_dismissed so the host's toolbar toggle +// flips off in lockstep; the host echoes __deactivate_edit_mode back which +// is what actually hides the panel. +function TweaksPanel({ title = 'Tweaks', children }) { + const [open, setOpen] = React.useState(false); + const dragRef = React.useRef(null); + const offsetRef = React.useRef({ x: 16, y: 16 }); + const PAD = 16; + + const clampToViewport = React.useCallback(() => { + const panel = dragRef.current; + if (!panel) return; + const w = panel.offsetWidth, h = panel.offsetHeight; + const maxRight = Math.max(PAD, window.innerWidth - w - PAD); + const maxBottom = Math.max(PAD, window.innerHeight - h - PAD); + offsetRef.current = { + x: Math.min(maxRight, Math.max(PAD, offsetRef.current.x)), + y: Math.min(maxBottom, Math.max(PAD, offsetRef.current.y)), + }; + panel.style.right = offsetRef.current.x + 'px'; + panel.style.bottom = offsetRef.current.y + 'px'; + }, []); + + React.useEffect(() => { + if (!open) return; + clampToViewport(); + if (typeof ResizeObserver === 'undefined') { + window.addEventListener('resize', clampToViewport); + return () => window.removeEventListener('resize', clampToViewport); + } + const ro = new ResizeObserver(clampToViewport); + ro.observe(document.documentElement); + return () => ro.disconnect(); + }, [open, clampToViewport]); + + React.useEffect(() => { + const onMsg = (e) => { + const t = e?.data?.type; + if (t === '__activate_edit_mode') setOpen(true); + else if (t === '__deactivate_edit_mode') setOpen(false); + }; + window.addEventListener('message', onMsg); + window.parent.postMessage({ type: '__edit_mode_available' }, '*'); + return () => window.removeEventListener('message', onMsg); + }, []); + + const dismiss = () => { + setOpen(false); + window.parent.postMessage({ type: '__edit_mode_dismissed' }, '*'); + }; + + const onDragStart = (e) => { + const panel = dragRef.current; + if (!panel) return; + const r = panel.getBoundingClientRect(); + const sx = e.clientX, sy = e.clientY; + const startRight = window.innerWidth - r.right; + const startBottom = window.innerHeight - r.bottom; + const move = (ev) => { + offsetRef.current = { + x: startRight - (ev.clientX - sx), + y: startBottom - (ev.clientY - sy), + }; + clampToViewport(); + }; + const up = () => { + window.removeEventListener('mousemove', move); + window.removeEventListener('mouseup', up); + }; + window.addEventListener('mousemove', move); + window.addEventListener('mouseup', up); + }; + + if (!open) return null; + return ( + <> + +
+
+ {title} + +
+
{children}
+
+ + ); +} + +// ── Layout helpers ────────────────────────────────────────────────────────── + +function TweakSection({ label, children }) { + return ( + <> +
{label}
+ {children} + + ); +} + +function TweakRow({ label, value, children, inline = false }) { + return ( +
+
+ {label} + {value != null && {value}} +
+ {children} +
+ ); +} + +// ── Controls ──────────────────────────────────────────────────────────────── + +function TweakSlider({ label, value, min = 0, max = 100, step = 1, unit = '', onChange }) { + return ( + + onChange(Number(e.target.value))} /> + + ); +} + +function TweakToggle({ label, value, onChange }) { + return ( +
+
{label}
+ +
+ ); +} + +function TweakRadio({ label, value, options, onChange }) { + const trackRef = React.useRef(null); + const [dragging, setDragging] = React.useState(false); + const opts = options.map((o) => (typeof o === 'object' ? o : { value: o, label: o })); + const idx = Math.max(0, opts.findIndex((o) => o.value === value)); + const n = opts.length; + + // The active value is read by pointer-move handlers attached for the lifetime + // of a drag — ref it so a stale closure doesn't fire onChange for every move. + const valueRef = React.useRef(value); + valueRef.current = value; + + const segAt = (clientX) => { + const r = trackRef.current.getBoundingClientRect(); + const inner = r.width - 4; + const i = Math.floor(((clientX - r.left - 2) / inner) * n); + return opts[Math.max(0, Math.min(n - 1, i))].value; + }; + + const onPointerDown = (e) => { + setDragging(true); + const v0 = segAt(e.clientX); + if (v0 !== valueRef.current) onChange(v0); + const move = (ev) => { + if (!trackRef.current) return; + const v = segAt(ev.clientX); + if (v !== valueRef.current) onChange(v); + }; + const up = () => { + setDragging(false); + window.removeEventListener('pointermove', move); + window.removeEventListener('pointerup', up); + }; + window.addEventListener('pointermove', move); + window.addEventListener('pointerup', up); + }; + + return ( + +
+
+ {opts.map((o) => ( + + ))} +
+ + ); +} + +function TweakSelect({ label, value, options, onChange }) { + return ( + + + + ); +} + +function TweakText({ label, value, placeholder, onChange }) { + return ( + + onChange(e.target.value)} /> + + ); +} + +function TweakNumber({ label, value, min, max, step = 1, unit = '', onChange }) { + const clamp = (n) => { + if (min != null && n < min) return min; + if (max != null && n > max) return max; + return n; + }; + const startRef = React.useRef({ x: 0, val: 0 }); + const onScrubStart = (e) => { + e.preventDefault(); + startRef.current = { x: e.clientX, val: value }; + const decimals = (String(step).split('.')[1] || '').length; + const move = (ev) => { + const dx = ev.clientX - startRef.current.x; + const raw = startRef.current.val + dx * step; + const snapped = Math.round(raw / step) * step; + onChange(clamp(Number(snapped.toFixed(decimals)))); + }; + const up = () => { + window.removeEventListener('pointermove', move); + window.removeEventListener('pointerup', up); + }; + window.addEventListener('pointermove', move); + window.addEventListener('pointerup', up); + }; + return ( +
+ {label} + onChange(clamp(Number(e.target.value)))} /> + {unit && {unit}} +
+ ); +} + +function TweakColor({ label, value, onChange }) { + return ( +
+
{label}
+ onChange(e.target.value)} /> +
+ ); +} + +function TweakButton({ label, onClick, secondary = false }) { + return ( + + ); +} + +Object.assign(window, { + useTweaks, TweaksPanel, TweakSection, TweakRow, + TweakSlider, TweakToggle, TweakRadio, TweakSelect, + TweakText, TweakNumber, TweakColor, TweakButton, +}); diff --git a/_design_handoff/character_creation/from_design/uploads/pasted-1777152579679-0.png b/_design_handoff/character_creation/from_design/uploads/pasted-1777152579679-0.png new file mode 100644 index 0000000..aa05565 Binary files /dev/null and b/_design_handoff/character_creation/from_design/uploads/pasted-1777152579679-0.png differ diff --git a/bug_crop.png b/bug_crop.png new file mode 100644 index 0000000..5f6b8a4 Binary files /dev/null and b/bug_crop.png differ diff --git a/bug_crop_marked.png b/bug_crop_marked.png new file mode 100644 index 0000000..79452c7 Binary files /dev/null and b/bug_crop_marked.png differ diff --git a/bugreport.png b/bugreport.png new file mode 100644 index 0000000..1e8f90b Binary files /dev/null and b/bugreport.png differ diff --git a/bugreport_fixed.png b/bugreport_fixed.png new file mode 100644 index 0000000..5e0cce5 Binary files /dev/null and b/bugreport_fixed.png differ diff --git a/bugreport_fixed2.png b/bugreport_fixed2.png new file mode 100644 index 0000000..6b44b7a Binary files /dev/null and b/bugreport_fixed2.png differ diff --git a/theriapolis-codex-ui-implementation-plan.md b/theriapolis-codex-ui-implementation-plan.md new file mode 100644 index 0000000..19df1fb --- /dev/null +++ b/theriapolis-codex-ui-implementation-plan.md @@ -0,0 +1,707 @@ +# Theriapolis — `CodexUI` Module +## Design & Implementation Plan for a Custom MonoGame UI Layer + +**Status:** Proposed. Targets the codebase state as of Phase 5 M5 complete +(329 tests green, Myra 1.0.0.204 still in tree, character creator written +against Myra in [CharacterCreationScreen.cs](Theriapolis.Game/Screens/CharacterCreationScreen.cs)). + +**Audience:** A future Claude Code session implementing this module. The +session won't have any of the conversation history that produced this plan +— this document is the complete brief. + +**Goal:** Replace the Myra-built character creator with a custom MonoGame +SpriteBatch-based UI module that **exactly mimics the visual design** from +Claude Design's React prototype. Build the module so it can be reused for +future stylized screens (title, inventory, save/load showcase). Keep Myra +in tree for utility screens (pause menu, slot picker) — this is a hybrid, +not a replacement. + +--- + +## 1. Visual source of truth + +The complete visual reference is at: + +``` +_design_handoff/character_creation/from_design/ +├── README.md — design's own integration notes +├── index.html — full HTML + CSS (the `