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 <noreply@anthropic.com>
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using Theriapolis.Core.Rules.Character;
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using Theriapolis.Core.Rules.Stats;
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namespace Theriapolis.Core.Dungeons;
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/// <summary>
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/// Phase 7 M2 — clade-responsive dungeon movement cost. Per <c>procgen.md</c>
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/// Layer 5 final paragraph and Phase 7 plan §5.4: a Large PC squeezing
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/// through a Mustelid tunnel takes 2× movement points per tile; a Small
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/// PC in an Ursid hall is exposed (×1.5); etc.
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///
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/// Cost multiplier applies to tactical-tile movement budget per turn —
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/// combat reach + LOS unchanged; <em>only</em> movement budget. The
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/// caller (<see cref="Rules.Combat.TacticalMovementRules"/> or equivalent)
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/// looks up the room the actor is currently in and consults
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/// <see cref="GetCostMultiplier"/>.
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///
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/// Hybrid PCs use their <em>dominant lineage</em>'s clade-implied size
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/// for the lookup — matches the Phase 6.5 hybrid passing / presenting-clade
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/// contract. A Wolf-Folk × Hare-Folk hybrid with <c>DominantParent: Sire</c>
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/// reads as Wolf-Folk (MediumLarge); with <c>DominantParent: Dam</c> reads
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/// as Hare-Folk (Medium). Outside dungeons the multiplier is always 1.0.
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///
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/// Reference table (Phase 7 plan §5.4):
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/// Player size | Built by Mustelid | Ursid | Cervid | Bovid | Imperium/None
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/// Small | 1.0 | 1.5 | 1.0 | 1.2 | 1.0
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/// Medium | 1.2 | 1.0 | 1.0 | 1.0 | 1.0
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/// MediumLarge | 1.5 | 1.0 | 1.0 | 1.0 | 1.0
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/// Large | 2.0 | 1.0 | 1.2 | 1.0 | 1.0
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/// </summary>
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public static class ClademorphicMovement
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{
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/// <summary>
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/// Multiplier on movement-cost-per-tile for a player of the given size
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/// in a room built by the given clade. Returns 1.0 when no mismatch
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/// applies. Unknown <paramref name="builtBy"/> values default to 1.0
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/// (no penalty).
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/// </summary>
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public static float GetCostMultiplier(SizeCategory playerSize, string builtBy)
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{
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if (string.IsNullOrEmpty(builtBy)) return 1.0f;
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// Normalise — JSON ships lowercase tags.
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return builtBy.ToLowerInvariant() switch
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{
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"mustelid" => playerSize switch
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{
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SizeCategory.Small => 1.0f,
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SizeCategory.Medium => C.MOVE_COST_MISMATCH_LIGHT, // 1.2 — slight squeeze
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SizeCategory.MediumLarge => C.MOVE_COST_MISMATCH_MED, // 1.5
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SizeCategory.Large => C.MOVE_COST_MISMATCH_HEAVY, // 2.0 — squeezing
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_ => 1.0f,
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},
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"ursid" => playerSize switch
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{
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SizeCategory.Small => C.MOVE_COST_MISMATCH_MED, // exposed in cavernous halls
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_ => 1.0f,
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},
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"cervid" => playerSize switch
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{
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SizeCategory.Large => C.MOVE_COST_MISMATCH_LIGHT, // antler clearance
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_ => 1.0f,
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},
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"bovid" => playerSize switch
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{
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SizeCategory.Small => C.MOVE_COST_MISMATCH_LIGHT,
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_ => 1.0f,
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},
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// Canid / Felid / Leporid / Imperium / "none" / unknown:
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_ => 1.0f,
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};
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}
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/// <summary>
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/// Convenience wrapper that resolves a character's effective size for
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/// the lookup (handles Phase 6.5 hybrid dominant-lineage rules).
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/// </summary>
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public static float GetCostMultiplier(Character character, string builtBy)
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{
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if (character is null) return 1.0f;
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var effectiveSize = EffectiveSize(character);
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return GetCostMultiplier(effectiveSize, builtBy);
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}
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/// <summary>
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/// Resolve the size category that drives the clade-responsive lookup.
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/// For purebred PCs, this is just <see cref="Character.Size"/>. For
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/// hybrid PCs, it's the size implied by the dominant-lineage species
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/// — and we expose this as a separate helper so callers (e.g. NPC
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/// mechanics that *also* need the presenting size) can reuse it.
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/// </summary>
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public static SizeCategory EffectiveSize(Character character)
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{
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if (character is null) throw new System.ArgumentNullException(nameof(character));
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if (!character.IsHybrid) return character.Size;
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// Hybrid: pick the size implied by the dominant parent's species.
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// The Hybrid record carries the species name only (string); the
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// species-to-size mapping lives on Character.Species (the
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// *presenting* species set at character creation per the dominant
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// lineage). So for a hybrid PC the simplest (and load-bearing-
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// correct) answer is the presenting species — which is exactly
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// what <c>character.Size</c> already returns. Documented here so
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// future agents don't replace this with a parent-species lookup
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// and break the contract.
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return character.Size;
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}
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}
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