M6.13: Sex picker + species variant schema

Adds character Sex (male/female) as a top-level CharacterDraft field
required for every character, and species variants as a layer on top
of the base species record. Two variant axes:

  - "sex": auto-resolves from CharacterDraft.Sex for purebreds; for
           hybrids, pinned by parent role (sire = male, dam = female)
           by definition. No picker needed beyond Step 0.
  - "lineage": explicit per-species pick (Ram-Folk's sheep/goat). Has
               its own picker on Step 1 (purebred path under the grid;
               hybrid path embedded into the per-parent pick column).

Schema (Theriapolis.Core/Data):
  - SpeciesDef gains VariantAxis (string) and Variants (array of
    SpeciesVariantDef { Id, Name, Traits, Detriments }).
  - JSON content not yet populated — that's M6.14.

CharacterDraft adds:
  - Sex (required by Step 0 validation)
  - SpeciesVariant / SireSpeciesVariant / DamSpeciesVariant
  - ResolveVariantId(species, role) that returns the active variant
    id for a given context — used by Aside to layer variant traits
    onto the base species traits.

Step 0 (StepClade): sex picker row above the hybrid toggle. Two
toggle buttons radio-style.

Step 1 (StepSpecies): purebred path renders a lineage picker below
the grid when the picked species has VariantAxis == "lineage";
hybrid path embeds a lineage picker at the top of each parent's
pick column. Hover popovers summarise each variant's contents.

Validation: Sex is required at Step 0. Lineage variant required at
Step 1 for any picked species (purebred or per-hybrid-parent) with
VariantAxis == "lineage".

Aside: AddVariantContent layers the resolved variant's extra
traits/detriments onto the base species rendering, for both purebred
and hybrid paths.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-05-04 21:03:56 -07:00
parent 44b2ec111f
commit e1fb988969
6 changed files with 301 additions and 9 deletions
+39
View File
@@ -35,4 +35,43 @@ public sealed record SpeciesDef
[JsonPropertyName("detriments")]
public TraitDef[] Detriments { get; init; } = Array.Empty<TraitDef>();
/// <summary>
/// "sex" (male/female) or "lineage" (e.g. sheep/goat for Ram-Folk).
/// Empty when the species has no variants. Determines how the variant
/// is resolved: sex-axis is auto-keyed off character Sex (purebred) or
/// parent role for hybrids (sire = male, dam = female); lineage-axis
/// requires an explicit per-species pick.
/// </summary>
[JsonPropertyName("variant_axis")]
public string VariantAxis { get; init; } = "";
/// <summary>
/// Variant entries layered onto the species' base traits/detriments.
/// The variant's id keys it: for sex-axis variants, "male" or "female";
/// for lineage variants, the lineage tag (e.g. "sheep", "goat").
/// Empty when the species has no variants.
/// </summary>
[JsonPropertyName("variants")]
public SpeciesVariantDef[] Variants { get; init; } = Array.Empty<SpeciesVariantDef>();
}
/// <summary>
/// One sex- or lineage-keyed variant of a species. Layered on top of the
/// base species' traits and detriments — the player ends up with both
/// sets, not one or the other.
/// </summary>
public sealed record SpeciesVariantDef
{
[JsonPropertyName("id")]
public string Id { get; init; } = "";
[JsonPropertyName("name")]
public string Name { get; init; } = "";
[JsonPropertyName("traits")]
public TraitDef[] Traits { get; init; } = Array.Empty<TraitDef>();
[JsonPropertyName("detriments")]
public TraitDef[] Detriments { get; init; } = Array.Empty<TraitDef>();
}
+25 -3
View File
@@ -269,10 +269,14 @@ public partial class Aside : MarginContainer
// (single-pick each, per doc) plus the four universal detriments.
if (_draft.IsHybrid)
{
AddPickedSpeciesPick(flow, CodexContent.SpeciesById(_draft.SireSpeciesId),
var sireSp = CodexContent.SpeciesById(_draft.SireSpeciesId);
var damSp = CodexContent.SpeciesById(_draft.DamSpeciesId);
AddPickedSpeciesPick(flow, sireSp,
_draft.SireChosenSpeciesTrait, _draft.SireChosenSpeciesDetriment);
AddPickedSpeciesPick(flow, CodexContent.SpeciesById(_draft.DamSpeciesId),
AddPickedSpeciesPick(flow, damSp,
_draft.DamChosenSpeciesTrait, _draft.DamChosenSpeciesDetriment);
AddVariantContent(flow, sireSp, _draft.ResolveVariantId(sireSp, "sire"));
AddVariantContent(flow, damSp, _draft.ResolveVariantId(damSp, "dam"));
// Universal hybrid detriments — every hybrid has all four.
foreach (var (name, desc) in UniversalHybridDetriments)
@@ -280,7 +284,9 @@ public partial class Aside : MarginContainer
}
else
{
AddSpeciesTraits(flow, CodexContent.SpeciesById(_draft.SpeciesId));
var sp = CodexContent.SpeciesById(_draft.SpeciesId);
AddSpeciesTraits(flow, sp);
AddVariantContent(flow, sp, _draft.ResolveVariantId(sp, ""));
}
// Class level-1 features.
@@ -362,6 +368,22 @@ public partial class Aside : MarginContainer
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
/// <summary>Render the resolved variant's extra traits/detriments,
/// if any. <paramref name="variantId"/> is the variant key (e.g. "male"
/// or "sheep"); empty when no resolution applies.</summary>
private static void AddVariantContent(HFlowContainer flow,
Theriapolis.Core.Data.SpeciesDef? species,
string variantId)
{
if (species is null || string.IsNullOrEmpty(variantId)) return;
var variant = System.Array.Find(species.Variants, v => v.Id == variantId);
if (variant is null) return;
foreach (var t in variant.Traits)
flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in variant.Detriments)
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
/// <summary>Hybrid: one chosen species trait + one chosen species detriment.</summary>
private static void AddPickedSpeciesPick(HFlowContainer flow, Theriapolis.Core.Data.SpeciesDef? species,
string chosenTraitId, string chosenDetrimentId)
@@ -22,6 +22,8 @@ public partial class StepClade : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private Button _hybridToggle = null!;
private Button _sexMaleBtn = null!;
private Button _sexFemaleBtn = null!;
private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!;
private OptionButton _dominantToggle = null!;
@@ -83,6 +85,27 @@ public partial class StepClade : VBoxContainer, IStep
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Sex picker — required for every character. For purebreds with
// sex-axis variants (Elk, Lion) this drives variant resolution;
// for hybrids it's identity-only since sire/dam are male/female
// by parent-role definition.
var sexRow = new HBoxContainer();
sexRow.AddThemeConstantOverride("separation", 8);
AddChild(sexRow);
sexRow.AddChild(new Label { Text = "SEX", ThemeTypeVariation = "Eyebrow" });
_sexMaleBtn = new Button
{
Text = "Male", ToggleMode = true, FocusMode = Control.FocusModeEnum.None,
};
_sexFemaleBtn = new Button
{
Text = "Female", ToggleMode = true, FocusMode = Control.FocusModeEnum.None,
};
_sexMaleBtn.Pressed += () => OnSexPicked("male");
_sexFemaleBtn.Pressed += () => OnSexPicked("female");
sexRow.AddChild(_sexMaleBtn);
sexRow.AddChild(_sexFemaleBtn);
// Toggle Button (not CheckBox) so the inverted-on-press button style
// from the codex theme handles selection visually — no checkbox glyph
// needed, the bg colour shift is the affordance.
@@ -224,6 +247,9 @@ public partial class StepClade : VBoxContainer, IStep
_draft.Patch(patch);
}
private void OnSexPicked(string sex) =>
_draft.Patch(new Godot.Collections.Dictionary { { "sex", sex } });
private void OnDominantSelected(long index)
{
string newDominant = index == 0 ? "sire" : "dam";
@@ -259,6 +285,11 @@ public partial class StepClade : VBoxContainer, IStep
_purebredSection.Visible = !hybrid;
_hybridSection.Visible = hybrid;
bool isMale = _draft.Sex == "male";
bool isFemale = _draft.Sex == "female";
if (_sexMaleBtn.ButtonPressed != isMale) _sexMaleBtn.SetPressedNoSignal(isMale);
if (_sexFemaleBtn.ButtonPressed != isFemale) _sexFemaleBtn.SetPressedNoSignal(isFemale);
UpdateSelection(_purebredCards, _draft.CladeId);
UpdateSelection(_sireCards, _draft.SireCladeId);
UpdateSelection(_damCards, _draft.DamCladeId);
+139 -5
View File
@@ -27,6 +27,11 @@ public partial class StepSpecies : VBoxContainer, IStep
private string _sirePicksBuiltFor = "";
private string _damPicksBuiltFor = "";
// Lineage-axis variant picker for purebred path (Ram-Folk sheep/goat etc.).
// Hybrid path embeds its own lineage picker into the per-parent col.
private VBoxContainer _purebredVariantSection = null!;
private string _purebredVariantBuiltFor = "";
public void Bind(CharacterDraft draft)
{
_draft = draft;
@@ -62,6 +67,12 @@ public partial class StepSpecies : VBoxContainer, IStep
_purebredGrid = MakeGrid();
_purebredSection.AddChild(_purebredGrid);
// Lineage picker (Ram-Folk sheep/goat). Visible only when the
// selected species has VariantAxis == "lineage".
_purebredVariantSection = new VBoxContainer { Visible = false };
_purebredVariantSection.AddThemeConstantOverride("separation", 6);
_purebredSection.AddChild(_purebredVariantSection);
_hybridSection = new VBoxContainer();
_hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection);
@@ -131,26 +142,110 @@ public partial class StepSpecies : VBoxContainer, IStep
else
{
RefreshGrid(_purebredGrid, _draft.CladeId, _draft.SpeciesId,
spId => _draft.Patch(new Godot.Collections.Dictionary { { "species_id", spId } }));
spId => OnPurebredSpeciesPicked(spId));
SyncPurebredVariant();
}
}
private void OnPurebredSpeciesPicked(string speciesId)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ "species_id", speciesId },
// Species swap invalidates lineage variant.
{ "species_variant", "" },
});
}
private void OnLineageSpeciesPicked(string lineage, string speciesId)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ lineage + "_species_id", speciesId },
// Species swap invalidates the previously-picked species trait/detriment.
// Species swap invalidates the previously-picked species trait/detriment + variant.
{ lineage + "_chosen_species_trait", "" },
{ lineage + "_chosen_species_detriment", "" },
{ lineage + "_species_variant", "" },
});
}
/// <summary>Sync the purebred lineage picker row. Visible iff the
/// picked species declares a lineage-axis variant.</summary>
private void SyncPurebredVariant()
{
var sp = CodexContent.SpeciesById(_draft.SpeciesId);
bool show = sp is not null && sp.VariantAxis == "lineage" && sp.Variants.Length > 0;
_purebredVariantSection.Visible = show;
if (!show)
{
_purebredVariantBuiltFor = "";
foreach (var c in _purebredVariantSection.GetChildren()) c.Free();
return;
}
if (_purebredVariantBuiltFor == _draft.SpeciesId)
{
// Same species — just update which lineage button is pressed.
foreach (var child in _purebredVariantSection.GetChildren())
{
if (child is Button btn)
{
bool want = btn.Name == _draft.SpeciesVariant;
if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
}
}
return;
}
foreach (var c in _purebredVariantSection.GetChildren()) c.Free();
_purebredVariantBuiltFor = _draft.SpeciesId;
_purebredVariantSection.AddChild(new Label { Text = "LINEAGE", ThemeTypeVariation = "Eyebrow" });
var row = new HBoxContainer();
row.AddThemeConstantOverride("separation", 8);
_purebredVariantSection.AddChild(row);
foreach (var v in sp!.Variants)
{
string captured = v.Id;
var btn = new Button
{
Text = v.Name,
ToggleMode = true,
ButtonPressed = v.Id == _draft.SpeciesVariant,
FocusMode = Control.FocusModeEnum.None,
Name = v.Id,
};
var btnRef = btn;
btn.Pressed += () =>
_draft.Patch(new Godot.Collections.Dictionary
{
{ "species_variant", btnRef.ButtonPressed ? captured : "" },
});
// Hover popover summarizes the variant's traits + detriments.
string capturedName = v.Name;
string capturedDesc = SummarizeVariant(v);
btn.MouseEntered += () =>
PopoverLayer.Instance?.ShowFor(btnRef, capturedName, capturedDesc, "lineage", false);
btn.MouseExited += () =>
PopoverLayer.Instance?.ScheduleClose();
row.AddChild(btn);
}
}
private static string SummarizeVariant(Theriapolis.Core.Data.SpeciesVariantDef v)
{
var parts = new System.Collections.Generic.List<string>();
foreach (var t in v.Traits) parts.Add($"• {t.Name}: {t.Description}");
foreach (var d in v.Detriments) parts.Add($"• {d.Name} (detriment): {d.Description}");
return parts.Count == 0 ? "(no extra traits)" : string.Join("\n", parts);
}
/// <summary>
/// Mutate-in-place sync for the species-pick column (one trait button
/// group + one detriment button group, radio-style). Same Free()-defer
/// hazard as the bonus rows in StepClade — only rebuild when the
/// species id changes.
/// group + one detriment button group, radio-style; plus a lineage
/// picker when the species declares a lineage-axis variant). Same
/// Free()-defer hazard as the bonus rows in StepClade — only rebuild
/// when the species id changes.
/// </summary>
private void SyncSpeciesPicks(VBoxContainer col, ref string builtFor,
string lineage, string speciesId,
@@ -160,6 +255,8 @@ public partial class StepSpecies : VBoxContainer, IStep
{
UpdateRadioGroup(col, "trait", chosenTrait);
UpdateRadioGroup(col, "detriment", chosenDetriment);
UpdateRadioGroup(col, "lineage",
lineage == "sire" ? _draft.SireSpeciesVariant : _draft.DamSpeciesVariant);
return;
}
@@ -178,6 +275,22 @@ public partial class StepSpecies : VBoxContainer, IStep
return;
}
// Lineage picker first when applicable, so the player picks
// lineage before reading the trait/detriment list (variant
// content layers on top).
if (sp.VariantAxis == "lineage" && sp.Variants.Length > 0)
{
col.AddChild(new Label { Text = "Lineage", ThemeTypeVariation = "Eyebrow" });
string currentVariant = lineage == "sire" ? _draft.SireSpeciesVariant : _draft.DamSpeciesVariant;
BuildRadioGroup(col, "lineage", lineage, VariantsAsTraits(sp.Variants),
currentVariant,
(lin, id) => _draft.Patch(new Godot.Collections.Dictionary
{
{ lin + "_species_variant", id },
}),
isDetriment: false);
}
col.AddChild(new Label { Text = "Trait", ThemeTypeVariation = "Eyebrow" });
BuildRadioGroup(col, "trait", lineage, sp.Traits, chosenTrait,
(lin, id) => OnSpeciesPickToggled(lin, "trait", id), isDetriment: false);
@@ -194,6 +307,27 @@ public partial class StepSpecies : VBoxContainer, IStep
}
}
/// <summary>
/// Adapter — BuildRadioGroup operates on TraitDef[]; project the variant
/// list into TraitDef-shape so it can drive the same radio renderer.
/// Description summarises the variant's contents for the hover popover.
/// </summary>
private static Theriapolis.Core.Data.TraitDef[] VariantsAsTraits(
Theriapolis.Core.Data.SpeciesVariantDef[] variants)
{
var arr = new Theriapolis.Core.Data.TraitDef[variants.Length];
for (int i = 0; i < variants.Length; i++)
{
arr[i] = new Theriapolis.Core.Data.TraitDef
{
Id = variants[i].Id,
Name = variants[i].Name,
Description = SummarizeVariant(variants[i]),
};
}
return arr;
}
private static void BuildRadioGroup(VBoxContainer parent, string kind, string lineage,
Theriapolis.Core.Data.TraitDef[] options, string selected,
System.Action<string, string> onPicked, bool isDetriment)
+51
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@@ -28,6 +28,23 @@ public partial class CharacterDraft : Resource
[Export] public string SubclassId { get; set; } = "";
[Export] public string BackgroundId { get; set; } = "";
/// <summary>"male" or "female". Required for every character. For
/// purebreds with sex-axis variants (Elk, Lion), drives variant
/// resolution. For hybrids, sire variant always resolves to "male"
/// and dam variant to "female" by parent-role definition — the
/// character's own Sex remains an identity field.</summary>
[Export] public string Sex { get; set; } = "";
/// <summary>Lineage-axis variant id picked for the purebred species
/// (e.g. "sheep" or "goat" for Ram-Folk). Empty if the picked species
/// has no lineage variant.</summary>
[Export] public string SpeciesVariant { get; set; } = "";
/// <summary>Hybrid: lineage-axis variant for sire's species.</summary>
[Export] public string SireSpeciesVariant { get; set; } = "";
/// <summary>Hybrid: lineage-axis variant for dam's species.</summary>
[Export] public string DamSpeciesVariant { get; set; } = "";
// ── Phase 6.5 hybrid origin ────────────────────────────────────────
/// <summary>True when the PC is a hybrid (two parent lineages).</summary>
[Export] public bool IsHybrid { get; set; }
@@ -67,6 +84,36 @@ public partial class CharacterDraft : Resource
public int CladeTraitLimit(string lineage) =>
lineage == DominantParent ? 2 : 1;
/// <summary>
/// Resolves the active variant id for a species. <paramref name="role"/>
/// is "" for purebred, "sire" or "dam" for hybrid lineages. Returns
/// empty when the species has no variants or the relevant pick/sex is
/// missing.
/// </summary>
public string ResolveVariantId(Theriapolis.Core.Data.SpeciesDef? species, string role)
{
if (species is null || string.IsNullOrEmpty(species.VariantAxis)) return "";
return species.VariantAxis switch
{
// Sex-axis: purebred uses character Sex; hybrid lineages are
// pinned by parent role (sire = male, dam = female).
"sex" => role switch
{
"sire" => "male",
"dam" => "female",
_ => Sex,
},
// Lineage-axis: explicit per-species pick.
"lineage" => role switch
{
"sire" => SireSpeciesVariant,
"dam" => DamSpeciesVariant,
_ => SpeciesVariant,
},
_ => "",
};
}
/// <summary>
/// Resolves the "active" clade for downstream steps (Class / Subclass
/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
@@ -149,6 +196,10 @@ public partial class CharacterDraft : Resource
case "dam_chosen_species_trait": DamChosenSpeciesTrait = (string)patch[key]; break;
case "sire_chosen_species_detriment":SireChosenSpeciesDetriment = (string)patch[key]; break;
case "dam_chosen_species_detriment": DamChosenSpeciesDetriment = (string)patch[key]; break;
case "sex": Sex = (string)patch[key]; break;
case "species_variant": SpeciesVariant = (string)patch[key]; break;
case "sire_species_variant": SireSpeciesVariant = (string)patch[key]; break;
case "dam_species_variant": DamSpeciesVariant = (string)patch[key]; break;
default:
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
break;
+16 -1
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@@ -33,6 +33,7 @@ public static class WizardValidation
private static string? ValidateClade(CharacterDraft draft)
{
if (string.IsNullOrEmpty(draft.Sex)) return "Pick a sex.";
if (draft.IsHybrid)
{
if (string.IsNullOrEmpty(draft.SireCladeId)) return "Pick a sire clade.";
@@ -85,9 +86,23 @@ public static class WizardValidation
&& string.IsNullOrEmpty(draft.DamChosenSpeciesDetriment))
return "Pick a dam species detriment.";
// Lineage-axis variants: each parent species needs an
// explicit lineage pick when applicable.
if (sireSp is not null && sireSp.VariantAxis == "lineage"
&& string.IsNullOrEmpty(draft.SireSpeciesVariant))
return "Pick a sire species lineage.";
if (damSp is not null && damSp.VariantAxis == "lineage"
&& string.IsNullOrEmpty(draft.DamSpeciesVariant))
return "Pick a dam species lineage.";
return null;
}
return string.IsNullOrEmpty(draft.SpeciesId) ? "Pick a species." : null;
if (string.IsNullOrEmpty(draft.SpeciesId)) return "Pick a species.";
var purebredSp = CodexContent.SpeciesById(draft.SpeciesId);
if (purebredSp is not null && purebredSp.VariantAxis == "lineage"
&& string.IsNullOrEmpty(draft.SpeciesVariant))
return "Pick a species lineage.";
return null;
}
private static string? ValidateSkills(CharacterDraft draft)