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;
}
}