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>
This commit is contained in:
Christopher Wiebe
2026-04-30 20:40:51 -07:00
commit b451f83174
525 changed files with 75786 additions and 0 deletions
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// The six d20-adjacent ability scores. Score range is 1..30; level-1
/// characters typically end up in 8..18 after clade/species mods.
/// </summary>
public readonly struct AbilityScores : IEquatable<AbilityScores>
{
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);
}
/// <summary>Standard d20 ability modifier: floor((score - 10) / 2).</summary>
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)),
};
/// <summary>Returns a new score block with <paramref name="id"/> replaced.</summary>
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)),
};
/// <summary>Returns a new block with each ability incremented by the supplied dictionary.</summary>
public AbilityScores Plus(IReadOnlyDictionary<AbilityId, int> mods)
{
var s = this;
foreach (var kv in mods) s = s.With(kv.Key, s.Get(kv.Key) + kv.Value);
return s;
}
/// <summary>The standard array, in descending order: 15, 14, 13, 12, 10, 8.</summary>
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() => $"STR {STR} DEX {DEX} CON {CON} INT {INT} WIS {WIS} CHA {CHA}";
}
public enum AbilityId : byte
{
STR = 0,
DEX = 1,
CON = 2,
INT = 3,
WIS = 4,
CHA = 5,
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Status effects applied during combat or by environment. Phase 5 ships
/// the most common subset; the enum is open-ended for additions in later
/// phases without renumbering existing values.
/// </summary>
public enum Condition : byte
{
None = 0,
Prone = 1,
Frightened = 2,
Restrained = 3,
Grappled = 4,
Dazed = 5,
Blinded = 6,
Stunned = 7,
Unconscious = 8,
Charmed = 9,
Poisoned = 10,
Deafened = 11,
Invisible = 12,
Petrified = 13,
Incapacitated = 14,
/// <summary>1..6 levels per d20; tracked separately on Character.ExhaustionLevel rather than as a binary flag.</summary>
Exhausted = 15,
}
public static class ConditionExtensions
{
public static Condition FromJson(string raw) => raw.ToLowerInvariant() switch
{
"none" => Condition.None,
"prone" => Condition.Prone,
"frightened" => Condition.Frightened,
"restrained" => Condition.Restrained,
"grappled" => Condition.Grappled,
"dazed" => Condition.Dazed,
"blinded" => Condition.Blinded,
"stunned" => Condition.Stunned,
"unconscious" => Condition.Unconscious,
"charmed" => Condition.Charmed,
"poisoned" => Condition.Poisoned,
"deafened" => Condition.Deafened,
"invisible" => Condition.Invisible,
"petrified" => Condition.Petrified,
"incapacitated" => Condition.Incapacitated,
"exhausted" => Condition.Exhausted,
_ => throw new ArgumentException($"Unknown condition: '{raw}'"),
};
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Damage classifications. Resistance and immunity are checked against
/// these. Theriapolis adds no exotic types beyond standard d20 — the
/// scent/pheromone abilities use <see cref="Condition"/> not damage.
/// </summary>
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}'"),
};
}
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using Theriapolis.Core.Items;
namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Pure computed values derived from a <see cref="Character"/>'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.
/// </summary>
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
}
/// <summary>
/// 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.
/// </summary>
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);
}
/// <summary>Initiative = DEX modifier. Class features that add to it (Feral L7) layered later.</summary>
public static int Initiative(Theriapolis.Core.Rules.Character.Character c) => c.Abilities.ModFor(AbilityId.DEX);
/// <summary>
/// Movement speed in feet per turn. Base from species, modified by
/// encumbrance band and (later) by conditions and class features.
/// </summary>
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);
}
/// <summary>
/// Carrying capacity in pounds. Base = STR × 15, scaled by size category
/// (Small ½×, Large 2×, etc. per equipment.md).
/// </summary>
public static float CarryCapacityLb(Theriapolis.Core.Rules.Character.Character c)
{
return c.Abilities.STR * 15f * c.Size.CarryCapacityMult();
}
/// <summary>Current encumbrance band given inventory weight vs. carry capacity.</summary>
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;
}
/// <summary>
/// Speed multiplier applied to <see cref="C.TACTICAL_PLAYER_PX_PER_SEC"/>.
/// 1.0 = normal walking pace; smaller = encumbered drag. Light = 1.0,
/// Heavy ≈ 0.66, Over = 0.5.
/// </summary>
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,
};
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// 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.
/// </summary>
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), $"Level must be {MinLevel}..{MaxLevel}, got {level}");
return level switch
{
>= 17 => 6,
>= 13 => 5,
>= 9 => 4,
>= 5 => 3,
_ => 2,
};
}
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Saving-throw categories. There's exactly one per ability; this enum is
/// a thin alias of <see cref="AbilityId"/> kept distinct so callsites read
/// clearly ("MakeSave(SaveId.DEX, dc)" vs "Mod(AbilityId.DEX)").
/// </summary>
public enum SaveId : byte
{
STR = 0,
DEX = 1,
CON = 2,
INT = 3,
WIS = 4,
CHA = 5,
}
public static class SaveIdExtensions
{
public static AbilityId Ability(this SaveId s) => (AbilityId)(byte)s;
public static SaveId FromJson(string raw) => raw.ToUpperInvariant() switch
{
"STR" => SaveId.STR,
"DEX" => SaveId.DEX,
"CON" => SaveId.CON,
"INT" => SaveId.INT,
"WIS" => SaveId.WIS,
"CHA" => SaveId.CHA,
_ => throw new ArgumentException($"Unknown save: '{raw}'"),
};
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Body-size category from clades.md. Determines tactical-tile footprint,
/// reach, equipment fit, and grappling rules.
/// </summary>
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
{
/// <summary>Tactical-tile footprint per side (1 = 1×1, 2 = 2×2).</summary>
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)),
};
/// <summary>Default melee reach in tactical tiles (weapon-modifiable).</summary>
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)),
};
/// <summary>Carrying-capacity multiplier per equipment.md (Small ½×, Large 2×).</summary>
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)),
};
/// <summary>Parses a snake_case JSON value (e.g. "medium_large") into a SizeCategory.</summary>
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}'"),
};
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Standard d20-adjacent skill list. Each skill is backed by a single
/// ability — see <see cref="SkillAbility"/>.
/// </summary>
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)),
};
/// <summary>Parses a snake_case JSON value (e.g. "animal_handling") into a SkillId.</summary>
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}'"),
};
}
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namespace Theriapolis.Core.Rules.Stats;
/// <summary>
/// Standard d20 XP-to-level table. Phase 5 awards XP and persists it but
/// does not act on level-up — <see cref="LevelForXp"/> is exposed for the
/// HUD to display "next level in N XP" without requiring a level-up
/// flow yet.
/// </summary>
public static class XpTable
{
/// <summary>XP threshold for each level 1..20. <c>Threshold[1] = 0</c> by convention.</summary>
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];
}
}