using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.UI;
///
/// In-progress character record. Resource (not Node) per
/// GODOT_PORTING_GUIDE.md §2.1: serializable via ResourceSaver.save,
/// inspectable in the editor, doesn't need tree presence.
///
/// Mirrors app.jsx's state shape — clade/species/class/etc.,
/// stat assignment, chosen skills, name. Mutate via so
/// every change emits ; the Aside and Wizard listen
/// and re-render on that single signal.
///
[GlobalClass]
public partial class CharacterDraft : Resource
{
// NB: Resource defines its own `Changed` signal (emitted via EmitChanged()).
// We piggyback on it instead of declaring our own to avoid a name clash —
// listeners do `draft.Changed += ...` exactly the same way either way.
[Export] public string CladeId { get; set; } = "";
[Export] public string SpeciesId { get; set; } = "";
[Export] public string ClassId { get; set; } = "";
[Export] public string SubclassId { get; set; } = "";
[Export] public string BackgroundId { get; set; } = "";
// ── Phase 6.5 hybrid origin ────────────────────────────────────────
/// True when the PC is a hybrid (two parent lineages).
[Export] public bool IsHybrid { get; set; }
[Export] public string SireCladeId { get; set; } = "";
[Export] public string SireSpeciesId { get; set; } = "";
[Export] public string DamCladeId { get; set; } = "";
[Export] public string DamSpeciesId { get; set; } = "";
/// "sire" or "dam" — which parent the PC presents as.
[Export] public string DominantParent { get; set; } = "sire";
///
/// Resolves the "active" clade for downstream steps (Class / Subclass
/// / Background). Purebred uses ; hybrids use
/// the dominant parent's clade.
///
public string EffectiveCladeId => IsHybrid
? (DominantParent == "sire" ? SireCladeId : DamCladeId)
: CladeId;
/// Same logic as , for species.
public string EffectiveSpeciesId => IsHybrid
? (DominantParent == "sire" ? SireSpeciesId : DamSpeciesId)
: SpeciesId;
/// True iff the character includes
/// in its lineage. Purebred matches CladeId; hybrid matches if either
/// Sire or Dam clade equals the id (case-insensitive).
public bool HasClade(string cladeId)
{
if (string.IsNullOrEmpty(cladeId)) return false;
if (IsHybrid)
return string.Equals(SireCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase)
|| string.Equals(DamCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
return string.Equals(CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
}
/// True iff any clade in the character's lineage has the
/// given ("predator" or "prey").
public bool HasAnyCladeOfKind(string kind)
{
if (IsHybrid)
{
return CodexContent.Clade(SireCladeId)?.Kind == kind
|| CodexContent.Clade(DamCladeId)?.Kind == kind;
}
return CodexContent.Clade(CladeId)?.Kind == kind;
}
/// "array" or "roll" — assignment method for ability scores.
[Export] public string StatMethod { get; set; } = "array";
[Export] public Godot.Collections.Array StatPool { get; set; }
= new() { 15, 14, 13, 12, 10, 8 };
[Export] public Godot.Collections.Dictionary StatAssign { get; set; } = new();
[Export] public Godot.Collections.Array ChosenSkills { get; set; } = new();
[Export] public string CharacterName { get; set; } = "";
///
/// Mutate one or more fields, then emit Changed once. Mirrors
/// the JS prototype's set(patch) from app.jsx.
///
public void Patch(Godot.Collections.Dictionary patch)
{
foreach (var key in patch.Keys)
{
string k = (string)key;
switch (k)
{
case "clade_id": CladeId = (string)patch[key]; break;
case "species_id": SpeciesId = (string)patch[key]; break;
case "class_id": ClassId = (string)patch[key]; break;
case "subclass_id": SubclassId = (string)patch[key]; break;
case "background_id": BackgroundId = (string)patch[key]; break;
case "stat_method": StatMethod = (string)patch[key]; break;
case "stat_pool": StatPool = (Godot.Collections.Array)patch[key]; break;
case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
case "chosen_skills": ChosenSkills = (Godot.Collections.Array)patch[key]; break;
case "character_name": CharacterName = (string)patch[key]; break;
case "is_hybrid": IsHybrid = (bool)patch[key]; break;
case "sire_clade_id": SireCladeId = (string)patch[key]; break;
case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
case "dam_clade_id": DamCladeId = (string)patch[key]; break;
case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
case "dominant_parent": DominantParent = (string)patch[key]; break;
default:
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
break;
}
}
EmitChanged();
}
}
///
/// Lazy-loaded immutable content tables. Replaces the React prototype's
/// data.jsx + autoload Content per GODOT_PORTING_GUIDE.md §2.2 — same
/// purpose, idiomatic C#.
///
public static class CodexContent
{
private static CladeDef[]? _clades;
private static SpeciesDef[]? _species;
private static ClassDef[]? _classes;
private static SubclassDef[]? _subclasses;
private static BackgroundDef[]? _backgrounds;
public static CladeDef[] Clades => _clades ??= Load(l => l.LoadClades());
public static SpeciesDef[] Species => _species ??= Load(l => l.LoadSpecies(Clades));
public static ClassDef[] Classes => _classes ??= Load(l => l.LoadClasses());
public static SubclassDef[] Subclasses => _subclasses ??= Load(l => l.LoadSubclasses(Classes));
public static BackgroundDef[] Backgrounds => _backgrounds ??= Load(l => l.LoadBackgrounds());
public static CladeDef? Clade(string id) => System.Array.Find(Clades, c => c.Id == id);
public static SpeciesDef? SpeciesById(string id) => System.Array.Find(Species, s => s.Id == id);
public static ClassDef? Class(string id) => System.Array.Find(Classes, c => c.Id == id);
public static BackgroundDef? Background(string id) => System.Array.Find(Backgrounds, b => b.Id == id);
public static IEnumerable SpeciesOfClade(string cladeId)
{
foreach (var s in Species)
if (string.Equals(s.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
yield return s;
}
private static T Load(System.Func fn)
{
var loader = new Theriapolis.Core.Data.ContentLoader(ContentPaths.DataDir);
return fn(loader);
}
}