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; } = ""; /// "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. [Export] public string Sex { get; set; } = ""; /// 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. [Export] public string SpeciesVariant { get; set; } = ""; /// Hybrid: lineage-axis variant for sire's species. [Export] public string SireSpeciesVariant { get; set; } = ""; /// Hybrid: lineage-axis variant for dam's species. [Export] public string DamSpeciesVariant { 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"; // Per theriapolis-rpg-clades.md "Building a Hybrid", simplified: // hybrids take ONE ability modifier from each parent Clade. The // original no-stack rule (take +1 + free elsewhere on overlap) was // dropped — overlapping picks just sum. /// Ability key picked from sire's clade mods (e.g. "STR"). [Export] public string SireChosenAbility { get; set; } = ""; /// Ability key picked from dam's clade mods. [Export] public string DamChosenAbility { get; set; } = ""; // Phase B trait pickers, per theriapolis-rpg-clades.md "Building a Hybrid": // Clade traits: 2 from dominant parent + 1 from non-dominant (player's // split). Detriments are inherited fully from both clades // — no pick. // Species trait: 1 per parent. // Species detriment: 1 per parent. /// Clade trait IDs picked from sire's clade. Length depends on /// dominant: 2 if sire is dominant, 1 if dam is. [Export] public Godot.Collections.Array SireChosenCladeTraits { get; set; } = new(); [Export] public Godot.Collections.Array DamChosenCladeTraits { get; set; } = new(); [Export] public string SireChosenSpeciesTrait { get; set; } = ""; [Export] public string DamChosenSpeciesTrait { get; set; } = ""; [Export] public string SireChosenSpeciesDetriment { get; set; } = ""; [Export] public string DamChosenSpeciesDetriment { get; set; } = ""; /// Number of clade traits the named lineage is allowed to pick: /// 2 if it's the dominant parent, 1 otherwise. public int CladeTraitLimit(string lineage) => lineage == DominantParent ? 2 : 1; /// /// Resolves the active variant id for a species. /// is "" for purebred, "sire" or "dam" for hybrid lineages. Returns /// empty when the species has no variants or the relevant pick/sex is /// missing. /// 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, }, _ => "", }; } /// /// 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; case "sire_chosen_ability": SireChosenAbility = (string)patch[key]; break; case "dam_chosen_ability": DamChosenAbility = (string)patch[key]; break; case "sire_chosen_clade_traits": SireChosenCladeTraits = (Godot.Collections.Array)patch[key]; break; case "dam_chosen_clade_traits": DamChosenCladeTraits = (Godot.Collections.Array)patch[key]; break; case "sire_chosen_species_trait": SireChosenSpeciesTrait = (string)patch[key]; break; 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; } } 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); } }