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>
172 lines
8.3 KiB
C#
172 lines
8.3 KiB
C#
using Godot;
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using System.Collections.Generic;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// In-progress character record. Resource (not Node) per
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/// GODOT_PORTING_GUIDE.md §2.1: serializable via ResourceSaver.save,
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/// inspectable in the editor, doesn't need tree presence.
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///
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/// Mirrors <c>app.jsx</c>'s <c>state</c> shape — clade/species/class/etc.,
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/// stat assignment, chosen skills, name. Mutate via <see cref="Patch"/> so
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/// every change emits <see cref="Changed"/>; the Aside and Wizard listen
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/// and re-render on that single signal.
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/// </summary>
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[GlobalClass]
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public partial class CharacterDraft : Resource
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{
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// NB: Resource defines its own `Changed` signal (emitted via EmitChanged()).
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// We piggyback on it instead of declaring our own to avoid a name clash —
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// listeners do `draft.Changed += ...` exactly the same way either way.
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[Export] public string CladeId { get; set; } = "";
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[Export] public string SpeciesId { get; set; } = "";
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[Export] public string ClassId { get; set; } = "";
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[Export] public string SubclassId { get; set; } = "";
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[Export] public string BackgroundId { get; set; } = "";
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// ── Phase 6.5 hybrid origin ────────────────────────────────────────
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/// <summary>True when the PC is a hybrid (two parent lineages).</summary>
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[Export] public bool IsHybrid { get; set; }
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[Export] public string SireCladeId { get; set; } = "";
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[Export] public string SireSpeciesId { get; set; } = "";
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[Export] public string DamCladeId { get; set; } = "";
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[Export] public string DamSpeciesId { get; set; } = "";
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/// <summary>"sire" or "dam" — which parent the PC presents as.</summary>
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[Export] public string DominantParent { get; set; } = "sire";
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// Per theriapolis-rpg-clades.md "Building a Hybrid", simplified:
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// hybrids take ONE ability modifier from each parent Clade. The
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// original no-stack rule (take +1 + free elsewhere on overlap) was
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// dropped — overlapping picks just sum.
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/// <summary>Ability key picked from sire's clade mods (e.g. "STR").</summary>
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[Export] public string SireChosenAbility { get; set; } = "";
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/// <summary>Ability key picked from dam's clade mods.</summary>
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[Export] public string DamChosenAbility { get; set; } = "";
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/// <summary>
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/// Resolves the "active" clade for downstream steps (Class / Subclass
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/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
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/// the dominant parent's clade.
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/// </summary>
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public string EffectiveCladeId => IsHybrid
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? (DominantParent == "sire" ? SireCladeId : DamCladeId)
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: CladeId;
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/// <summary>Same logic as <see cref="EffectiveCladeId"/>, for species.</summary>
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public string EffectiveSpeciesId => IsHybrid
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? (DominantParent == "sire" ? SireSpeciesId : DamSpeciesId)
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: SpeciesId;
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/// <summary>True iff the character includes <paramref name="cladeId"/>
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/// in its lineage. Purebred matches CladeId; hybrid matches if either
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/// Sire or Dam clade equals the id (case-insensitive).</summary>
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public bool HasClade(string cladeId)
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{
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if (string.IsNullOrEmpty(cladeId)) return false;
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if (IsHybrid)
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return string.Equals(SireCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase)
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|| string.Equals(DamCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
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return string.Equals(CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
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}
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/// <summary>True iff any clade in the character's lineage has the
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/// given <paramref name="kind"/> ("predator" or "prey").</summary>
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public bool HasAnyCladeOfKind(string kind)
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{
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if (IsHybrid)
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{
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return CodexContent.Clade(SireCladeId)?.Kind == kind
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|| CodexContent.Clade(DamCladeId)?.Kind == kind;
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}
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return CodexContent.Clade(CladeId)?.Kind == kind;
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}
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/// <summary>"array" or "roll" — assignment method for ability scores.</summary>
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[Export] public string StatMethod { get; set; } = "array";
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[Export] public Godot.Collections.Array<int> StatPool { get; set; }
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= new() { 15, 14, 13, 12, 10, 8 };
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[Export] public Godot.Collections.Dictionary StatAssign { get; set; } = new();
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[Export] public Godot.Collections.Array<string> ChosenSkills { get; set; } = new();
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[Export] public string CharacterName { get; set; } = "";
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/// <summary>
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/// Mutate one or more fields, then emit Changed once. Mirrors
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/// the JS prototype's <c>set(patch)</c> from app.jsx.
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/// </summary>
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public void Patch(Godot.Collections.Dictionary patch)
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{
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foreach (var key in patch.Keys)
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{
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string k = (string)key;
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switch (k)
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{
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case "clade_id": CladeId = (string)patch[key]; break;
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case "species_id": SpeciesId = (string)patch[key]; break;
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case "class_id": ClassId = (string)patch[key]; break;
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case "subclass_id": SubclassId = (string)patch[key]; break;
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case "background_id": BackgroundId = (string)patch[key]; break;
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case "stat_method": StatMethod = (string)patch[key]; break;
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case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
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case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
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case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
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case "character_name": CharacterName = (string)patch[key]; break;
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case "is_hybrid": IsHybrid = (bool)patch[key]; break;
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case "sire_clade_id": SireCladeId = (string)patch[key]; break;
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case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
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case "dam_clade_id": DamCladeId = (string)patch[key]; break;
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case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
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case "dominant_parent": DominantParent = (string)patch[key]; break;
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case "sire_chosen_ability": SireChosenAbility = (string)patch[key]; break;
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case "dam_chosen_ability": DamChosenAbility = (string)patch[key]; break;
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default:
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GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
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break;
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}
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}
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EmitChanged();
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}
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}
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/// <summary>
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/// Lazy-loaded immutable content tables. Replaces the React prototype's
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/// data.jsx + autoload Content per GODOT_PORTING_GUIDE.md §2.2 — same
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/// purpose, idiomatic C#.
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/// </summary>
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public static class CodexContent
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{
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private static CladeDef[]? _clades;
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private static SpeciesDef[]? _species;
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private static ClassDef[]? _classes;
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private static SubclassDef[]? _subclasses;
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private static BackgroundDef[]? _backgrounds;
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public static CladeDef[] Clades => _clades ??= Load(l => l.LoadClades());
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public static SpeciesDef[] Species => _species ??= Load(l => l.LoadSpecies(Clades));
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public static ClassDef[] Classes => _classes ??= Load(l => l.LoadClasses());
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public static SubclassDef[] Subclasses => _subclasses ??= Load(l => l.LoadSubclasses(Classes));
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public static BackgroundDef[] Backgrounds => _backgrounds ??= Load(l => l.LoadBackgrounds());
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public static CladeDef? Clade(string id) => System.Array.Find(Clades, c => c.Id == id);
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public static SpeciesDef? SpeciesById(string id) => System.Array.Find(Species, s => s.Id == id);
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public static ClassDef? Class(string id) => System.Array.Find(Classes, c => c.Id == id);
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public static BackgroundDef? Background(string id) => System.Array.Find(Backgrounds, b => b.Id == id);
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public static IEnumerable<SpeciesDef> SpeciesOfClade(string cladeId)
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{
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foreach (var s in Species)
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if (string.Equals(s.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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yield return s;
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}
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private static T Load<T>(System.Func<Theriapolis.Core.Data.ContentLoader, T> fn)
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{
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var loader = new Theriapolis.Core.Data.ContentLoader(ContentPaths.DataDir);
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return fn(loader);
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}
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}
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