bb986d49f9
- New Step VIII (Review): name input and Confirm button that saves the finalized character to user://character.tres. - Hybrid lineage rules simplified per project decision: drop the "no-stack on overlap, take +1 free elsewhere" rule from theriapolis-rpg-clades.md. Hybrids now pick one ability mod from each parent clade and they sum if they overlap. Removes HybridFreeAbility, the free-bonus picker row, and the overlap special case from AbilityCalc + WizardValidation. - StepClade bonus rows now mutate in place (sync ButtonPressed) instead of tearing down on every Refresh — the old path freed the very button mid-Pressed-signal, leaving stale buttons next to the new ones. - StepSkills drops the redundant "Calling: X · History: Y" meta line; both are already shown in the Aside summary. - Aside hybrid section adds dual-species traits and the universal-hybrid detriment pills. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
85 lines
3.6 KiB
C#
85 lines
3.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Theriapolis.Core.Data;
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namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// Final ability score math — base assignment + clade and species mods.
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/// Used by StepStats and Aside to render the score breakdown with a
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/// "+N from Canidae · +2 from Wolf" hover popover.
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///
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/// For hybrids the lineage contribution comes from BOTH parent clades
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/// (each tagged with its lineage in the source label) and the dominant
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/// species. Core's CharacterBuilder.TryBuildHybrid is the authority on
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/// the final mechanical rules at character-finalize time; this is a
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/// preview-display helper.
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/// </summary>
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public static class AbilityCalc
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{
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public readonly record struct ModSource(string Label, int Value);
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public static List<ModSource> Sources(string ability, CharacterDraft draft)
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{
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var list = new List<ModSource>();
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if (draft.IsHybrid)
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{
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// Hybrids: take ONE ability modifier from each parent clade.
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// Picks stack if they happen to land on the same ability — the
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// original "no stack, take +1 + free elsewhere" rule was
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// dropped per project decision. Species mods don't apply.
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if (draft.SireChosenAbility == ability)
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AddCladeChoice(list, ability, CodexContent.Clade(draft.SireCladeId), " (sire)");
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if (draft.DamChosenAbility == ability)
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AddCladeChoice(list, ability, CodexContent.Clade(draft.DamCladeId), " (dam)");
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}
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else
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{
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AddCladeSource(list, ability, CodexContent.Clade(draft.CladeId), "");
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var sp = CodexContent.SpeciesById(draft.EffectiveSpeciesId);
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if (sp is not null) AddDictSource(list, ability, sp.Name, sp.AbilityMods);
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}
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return list;
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}
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/// <summary>The chosen-mod path: one mod from a parent clade. The value
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/// is the clade's actual mod for that ability (so picking CON from
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/// canidae yields +1 while picking CON from ursidae yields +2).</summary>
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private static void AddCladeChoice(List<ModSource> list, string ability, CladeDef? clade, string suffix)
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{
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if (clade is null) return;
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if (clade.AbilityMods.TryGetValue(ability, out int v) && v != 0)
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list.Add(new ModSource(clade.Name + suffix, v));
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}
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public static int TotalBonus(string ability, CharacterDraft draft)
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=> Sources(ability, draft).Sum(s => s.Value);
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public static int BaseScore(string ability, CharacterDraft draft)
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=> draft.StatAssign.ContainsKey(ability) ? (int)draft.StatAssign[ability] : 0;
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public static int FinalScore(string ability, CharacterDraft draft)
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=> BaseScore(ability, draft) + TotalBonus(ability, draft);
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public static int D20Modifier(int score) => (int)System.Math.Floor((score - 10) / 2.0);
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public static string FormatSigned(int n) => n >= 0 ? $"+{n}" : n.ToString();
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/// <summary>"+1 from Canidae · +2 from Wolf" — empty when no sources.</summary>
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public static string FormatBreakdown(IEnumerable<ModSource> sources) =>
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string.Join(" · ", sources.Select(s => $"{FormatSigned(s.Value)} from {s.Label}"));
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private static void AddCladeSource(List<ModSource> list, string ability, CladeDef? clade, string suffix)
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{
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if (clade is null) return;
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AddDictSource(list, ability, clade.Name + suffix, clade.AbilityMods);
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}
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private static void AddDictSource(List<ModSource> list, string ability, string sourceName, Dictionary<string, int> mods)
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{
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if (mods.TryGetValue(ability, out int v) && v != 0)
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list.Add(new ModSource(sourceName, v));
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}
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}
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