Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepClade.cs
T
Christopher Wiebe e1fb988969 M6.13: Sex picker + species variant schema
Adds character Sex (male/female) as a top-level CharacterDraft field
required for every character, and species variants as a layer on top
of the base species record. Two variant axes:

  - "sex": auto-resolves from CharacterDraft.Sex for purebreds; for
           hybrids, pinned by parent role (sire = male, dam = female)
           by definition. No picker needed beyond Step 0.
  - "lineage": explicit per-species pick (Ram-Folk's sheep/goat). Has
               its own picker on Step 1 (purebred path under the grid;
               hybrid path embedded into the per-parent pick column).

Schema (Theriapolis.Core/Data):
  - SpeciesDef gains VariantAxis (string) and Variants (array of
    SpeciesVariantDef { Id, Name, Traits, Detriments }).
  - JSON content not yet populated — that's M6.14.

CharacterDraft adds:
  - Sex (required by Step 0 validation)
  - SpeciesVariant / SireSpeciesVariant / DamSpeciesVariant
  - ResolveVariantId(species, role) that returns the active variant
    id for a given context — used by Aside to layer variant traits
    onto the base species traits.

Step 0 (StepClade): sex picker row above the hybrid toggle. Two
toggle buttons radio-style.

Step 1 (StepSpecies): purebred path renders a lineage picker below
the grid when the picked species has VariantAxis == "lineage";
hybrid path embeds a lineage picker at the top of each parent's
pick column. Hover popovers summarise each variant's contents.

Validation: Sex is required at Step 0. Lineage variant required at
Step 1 for any picked species (purebred or per-hybrid-parent) with
VariantAxis == "lineage".

Aside: AddVariantContent layers the resolved variant's extra
traits/detriments onto the base species rendering, for both purebred
and hybrid paths.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-04 21:03:56 -07:00

571 lines
23 KiB
C#

using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step I — Clade. Direct port of <c>StepClade</c> in
/// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
/// per port plan §10: a Hybrid toggle splits the picker into Sire +
/// Dam grids, each independent. The dominant-parent radio drives
/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
///
/// Cards are built once and mutated in place (Modulate update only) on
/// selection change — tearing down + rebuilding inside the click
/// callback chain caused duplicates because Free() defers when the
/// freed node is currently mid-signal.
/// </summary>
public partial class StepClade : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private Button _hybridToggle = null!;
private Button _sexMaleBtn = null!;
private Button _sexFemaleBtn = null!;
private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!;
private OptionButton _dominantToggle = null!;
// Lineage-bonus pickers (per theriapolis-rpg-clades.md hybrid rules,
// simplified to allow stacking on the same ability).
private VBoxContainer _bonusSection = null!;
private HBoxContainer _sireBonusRow = null!;
private HBoxContainer _damBonusRow = null!;
// Phase B clade-trait pickers: 2 from dominant parent + 1 from non-dominant.
private VBoxContainer _traitSection = null!;
private VBoxContainer _sireTraitCol = null!;
private VBoxContainer _damTraitCol = null!;
private Label _sireTraitHeader = null!;
private Label _damTraitHeader = null!;
private readonly Dictionary<string, PanelContainer> _purebredCards = new();
private readonly Dictionary<string, PanelContainer> _sireCards = new();
private readonly Dictionary<string, PanelContainer> _damCards = new();
// Bonus rows are mutated in place too: when the clade hasn't changed
// since the last build, we only flip ButtonPressed states. Rebuilding
// would Free() the very button whose Pressed callback we're inside,
// which Godot defers — leaving stale buttons next to the new ones.
private readonly Dictionary<string, Button> _sireBonusButtons = new();
private readonly Dictionary<string, Button> _damBonusButtons = new();
private string _sireBonusBuiltFor = "";
private string _damBonusBuiltFor = "";
private readonly Dictionary<string, Button> _sireTraitButtons = new();
private readonly Dictionary<string, Button> _damTraitButtons = new();
private string _sireTraitsBuiltFor = "";
private string _damTraitsBuiltFor = "";
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate() => WizardValidation.Validate(0, _draft);
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO I · CLADE", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Clade", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "The broad mammalian family of your line. Clade defines the largest "
+ "strokes — predator or prey, communal or solitary, scent-driven or "
+ "sight-driven. Hybrid characters blend two lineages.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Sex picker — required for every character. For purebreds with
// sex-axis variants (Elk, Lion) this drives variant resolution;
// for hybrids it's identity-only since sire/dam are male/female
// by parent-role definition.
var sexRow = new HBoxContainer();
sexRow.AddThemeConstantOverride("separation", 8);
AddChild(sexRow);
sexRow.AddChild(new Label { Text = "SEX", ThemeTypeVariation = "Eyebrow" });
_sexMaleBtn = new Button
{
Text = "Male", ToggleMode = true, FocusMode = Control.FocusModeEnum.None,
};
_sexFemaleBtn = new Button
{
Text = "Female", ToggleMode = true, FocusMode = Control.FocusModeEnum.None,
};
_sexMaleBtn.Pressed += () => OnSexPicked("male");
_sexFemaleBtn.Pressed += () => OnSexPicked("female");
sexRow.AddChild(_sexMaleBtn);
sexRow.AddChild(_sexFemaleBtn);
// Toggle Button (not CheckBox) so the inverted-on-press button style
// from the codex theme handles selection visually — no checkbox glyph
// needed, the bg colour shift is the affordance.
var toggleRow = new HBoxContainer();
toggleRow.AddThemeConstantOverride("separation", 12);
AddChild(toggleRow);
_hybridToggle = new Button
{
Text = "Hybrid Origin (two parent lineages)",
ToggleMode = true,
FocusMode = Control.FocusModeEnum.None,
};
_hybridToggle.Toggled += OnHybridToggled;
toggleRow.AddChild(_hybridToggle);
// Purebred section
_purebredSection = new VBoxContainer();
_purebredSection.AddThemeConstantOverride("separation", 6);
AddChild(_purebredSection);
var purebredGrid = MakeGrid();
_purebredSection.AddChild(purebredGrid);
PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);
// Hybrid section
_hybridSection = new VBoxContainer();
_hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage", ThemeTypeVariation = "Eyebrow" });
var sireGrid = MakeGrid();
_hybridSection.AddChild(sireGrid);
PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage", ThemeTypeVariation = "Eyebrow" });
var damGrid = MakeGrid();
_hybridSection.AddChild(damGrid);
PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
// Lineage bonus pickers — hybrids pick ONE ability mod from each
// parent clade. Stacking on the same ability is allowed; mods sum.
_bonusSection = new VBoxContainer();
_bonusSection.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(_bonusSection);
_bonusSection.AddChild(new Label { Text = "LINEAGE BONUSES", ThemeTypeVariation = "Eyebrow" });
_sireBonusRow = new HBoxContainer();
_sireBonusRow.AddThemeConstantOverride("separation", 8);
_bonusSection.AddChild(_sireBonusRow);
_damBonusRow = new HBoxContainer();
_damBonusRow.AddThemeConstantOverride("separation", 8);
_bonusSection.AddChild(_damBonusRow);
var dominantRow = new HBoxContainer();
dominantRow.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(dominantRow);
dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE", ThemeTypeVariation = "Eyebrow" });
_dominantToggle = new OptionButton();
_dominantToggle.AddItem("Sire", 0);
_dominantToggle.AddItem("Dam", 1);
_dominantToggle.ItemSelected += OnDominantSelected;
dominantRow.AddChild(_dominantToggle);
// Phase B clade-trait pickers — per doc "2/1 split, player's choice
// of which parent is dominant". DominantParent drives the limit.
_traitSection = new VBoxContainer();
_traitSection.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(_traitSection);
_traitSection.AddChild(new Label { Text = "CLADE TRAITS", ThemeTypeVariation = "Eyebrow" });
_traitSection.AddChild(new Label
{
Text = "Pick two clade traits from the dominant parent and one from the other. "
+ "All clade detriments from both parents are inherited automatically.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
var traitGrid = new HBoxContainer();
traitGrid.AddThemeConstantOverride("separation", 16);
traitGrid.SizeFlagsHorizontal = SizeFlags.ExpandFill;
_traitSection.AddChild(traitGrid);
_sireTraitCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
_sireTraitCol.AddThemeConstantOverride("separation", 4);
traitGrid.AddChild(_sireTraitCol);
_sireTraitHeader = new Label { Text = "SIRE", ThemeTypeVariation = "Eyebrow" };
_sireTraitCol.AddChild(_sireTraitHeader);
_damTraitCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
_damTraitCol.AddThemeConstantOverride("separation", 4);
traitGrid.AddChild(_damTraitCol);
_damTraitHeader = new Label { Text = "DAM", ThemeTypeVariation = "Eyebrow" };
_damTraitCol.AddChild(_damTraitHeader);
Refresh();
}
private static GridContainer MakeGrid()
{
var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
grid.AddThemeConstantOverride("h_separation", 16);
grid.AddThemeConstantOverride("v_separation", 16);
return grid;
}
private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
{
foreach (var clade in CodexContent.Clades)
{
var card = BuildCard(clade, onClick);
cardMap[clade.Id] = card;
grid.AddChild(card);
}
}
private void OnHybridToggled(bool pressed)
{
var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
if (pressed)
{
patch["clade_id"] = "";
patch["species_id"] = "";
}
else
{
patch["sire_clade_id"] = "";
patch["sire_species_id"] = "";
patch["dam_clade_id"] = "";
patch["dam_species_id"] = "";
patch["sire_chosen_ability"] = "";
patch["dam_chosen_ability"] = "";
patch["sire_chosen_clade_traits"] = new Godot.Collections.Array<string>();
patch["dam_chosen_clade_traits"] = new Godot.Collections.Array<string>();
patch["sire_chosen_species_trait"] = "";
patch["dam_chosen_species_trait"] = "";
patch["sire_chosen_species_detriment"] = "";
patch["dam_chosen_species_detriment"] = "";
}
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnSexPicked(string sex) =>
_draft.Patch(new Godot.Collections.Dictionary { { "sex", sex } });
private void OnDominantSelected(long index)
{
string newDominant = index == 0 ? "sire" : "dam";
var patch = new Godot.Collections.Dictionary
{
{ "dominant_parent", newDominant },
};
// Trim clade-trait picks down to the new limit per side: 2 for the
// dominant lineage, 1 for the other. Only trims, never expands —
// user re-picks the missing slot manually.
TrimToLimit(patch, "sire", _draft.SireChosenCladeTraits, newDominant == "sire" ? 2 : 1);
TrimToLimit(patch, "dam", _draft.DamChosenCladeTraits, newDominant == "dam" ? 2 : 1);
_draft.Patch(patch);
}
private static void TrimToLimit(Godot.Collections.Dictionary patch, string lineage,
Godot.Collections.Array<string> current, int limit)
{
if (current.Count <= limit) return;
var trimmed = new Godot.Collections.Array<string>();
for (int i = 0; i < limit; i++) trimmed.Add(current[i]);
patch[lineage + "_chosen_clade_traits"] = trimmed;
}
private void Refresh()
{
if (_hybridToggle is null) return;
bool hybrid = _draft.IsHybrid;
if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
_purebredSection.Visible = !hybrid;
_hybridSection.Visible = hybrid;
bool isMale = _draft.Sex == "male";
bool isFemale = _draft.Sex == "female";
if (_sexMaleBtn.ButtonPressed != isMale) _sexMaleBtn.SetPressedNoSignal(isMale);
if (_sexFemaleBtn.ButtonPressed != isFemale) _sexFemaleBtn.SetPressedNoSignal(isFemale);
UpdateSelection(_purebredCards, _draft.CladeId);
UpdateSelection(_sireCards, _draft.SireCladeId);
UpdateSelection(_damCards, _draft.DamCladeId);
int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
if (hybrid)
{
RebuildBonusPickers();
RebuildTraitPickers();
}
}
/// <summary>
/// Syncs the lineage-bonus button rows with the current sire/dam
/// clade picks. When the clade hasn't changed since the last build
/// we only update each button's ButtonPressed state — see field
/// comment above for why a full rebuild here is unsafe.
/// </summary>
private void RebuildBonusPickers()
{
SyncLineageBonusRow(_sireBonusRow, _sireBonusButtons, ref _sireBonusBuiltFor, "sire",
_draft.SireCladeId, _draft.SireChosenAbility);
SyncLineageBonusRow(_damBonusRow, _damBonusButtons, ref _damBonusBuiltFor, "dam",
_draft.DamCladeId, _draft.DamChosenAbility);
}
private void SyncLineageBonusRow(HBoxContainer row, Dictionary<string, Button> cache,
ref string builtFor, string lineage,
string cladeId, string chosen)
{
if (cladeId == builtFor)
{
foreach (var (ab, btn) in cache)
{
bool want = ab == chosen;
if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
}
return;
}
foreach (var c in row.GetChildren()) c.Free();
cache.Clear();
builtFor = cladeId;
var clade = CodexContent.Clade(cladeId);
if (clade is null)
{
row.AddChild(new Label { Text = "(pick a clade above)" });
return;
}
foreach (var (ab, value) in clade.AbilityMods)
{
string captured = ab;
var btn = new Button
{
Text = $"{ab} {(value >= 0 ? "+" : "")}{value}",
ToggleMode = true,
ButtonPressed = ab == chosen,
FocusMode = Control.FocusModeEnum.None,
};
btn.Pressed += () => OnLineageBonusPicked(lineage, captured);
row.AddChild(btn);
cache[ab] = btn;
}
}
private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
{
foreach (var (id, card) in cards)
CodexCard.SetSelected(card, id == selectedId);
}
private void OnPurebredCladePicked(string cladeId)
{
string speciesId = _draft.SpeciesId;
var sp = CodexContent.SpeciesById(speciesId);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
speciesId = "";
var patch = new Godot.Collections.Dictionary
{
{ "clade_id", cladeId },
{ "species_id", speciesId },
};
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnLineageCladePicked(string lineage, string cladeId)
{
var patch = new Godot.Collections.Dictionary
{
{ lineage + "_clade_id", cladeId },
};
string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
var sp = CodexContent.SpeciesById(currentSpecies);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
{
patch[lineage + "_species_id"] = "";
patch[lineage + "_chosen_species_trait"] = "";
patch[lineage + "_chosen_species_detriment"] = "";
}
// Clade swap invalidates the previously-picked lineage bonus
// (different clade has different mod options) and the clade
// trait picks.
patch[lineage + "_chosen_ability"] = "";
patch[lineage + "_chosen_clade_traits"] = new Godot.Collections.Array<string>();
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnLineageBonusPicked(string lineage, string ability)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ lineage + "_chosen_ability", ability },
});
}
/// <summary>
/// Syncs both clade-trait columns. Header text reflects the current
/// limit (2 for dominant, 1 for other). Mutate-in-place same as
/// SyncLineageBonusRow — Free()-during-Pressed leaves stale buttons.
/// </summary>
private void RebuildTraitPickers()
{
SyncCladeTraitColumn(_sireTraitCol, _sireTraitHeader, _sireTraitButtons,
ref _sireTraitsBuiltFor, "sire", _draft.SireCladeId,
_draft.SireChosenCladeTraits, _draft.CladeTraitLimit("sire"));
SyncCladeTraitColumn(_damTraitCol, _damTraitHeader, _damTraitButtons,
ref _damTraitsBuiltFor, "dam", _draft.DamCladeId,
_draft.DamChosenCladeTraits, _draft.CladeTraitLimit("dam"));
}
private void SyncCladeTraitColumn(VBoxContainer col, Label header,
Dictionary<string, Button> cache,
ref string builtFor, string lineage,
string cladeId,
Godot.Collections.Array<string> chosen,
int limit)
{
string headerLabel = lineage.ToUpperInvariant() + (lineage == _draft.DominantParent ? " ★" : "");
header.Text = $"{headerLabel} ({chosen.Count}/{limit})";
if (cladeId == builtFor)
{
foreach (var (id, btn) in cache)
{
bool want = chosen.Contains(id);
if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
bool atCap = chosen.Count >= limit && !want;
btn.Disabled = atCap;
}
return;
}
// Remove old buttons but keep the header (index 0).
for (int i = col.GetChildCount() - 1; i >= 1; i--) col.GetChild(i).Free();
cache.Clear();
builtFor = cladeId;
var clade = CodexContent.Clade(cladeId);
if (clade is null)
{
col.AddChild(new Label { Text = "(pick a clade above)" });
return;
}
foreach (var t in clade.Traits)
{
string captured = t.Id;
string capturedName = t.Name;
string capturedDesc = t.Description;
bool isPicked = chosen.Contains(t.Id);
var btn = new Button
{
Text = t.Name,
ToggleMode = true,
ButtonPressed = isPicked,
FocusMode = Control.FocusModeEnum.None,
Disabled = !isPicked && chosen.Count >= limit,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
};
btn.Toggled += pressed => OnCladeTraitToggled(lineage, captured, pressed);
var btnRef = btn;
btn.MouseEntered += () =>
PopoverLayer.Instance?.ShowFor(btnRef, capturedName, capturedDesc, "trait", false);
btn.MouseExited += () =>
PopoverLayer.Instance?.ScheduleClose();
col.AddChild(btn);
cache[t.Id] = btn;
}
}
private void OnCladeTraitToggled(string lineage, string traitId, bool pressed)
{
var current = lineage == "sire" ? _draft.SireChosenCladeTraits : _draft.DamChosenCladeTraits;
int limit = _draft.CladeTraitLimit(lineage);
var next = new Godot.Collections.Array<string>(current);
if (pressed)
{
if (next.Contains(traitId)) return;
if (next.Count >= limit) return; // cap (UI also disables, defense-in-depth)
next.Add(traitId);
}
else
{
next.Remove(traitId);
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ lineage + "_chosen_clade_traits", next },
});
}
/// <summary>
/// Clade changes can make a previously-valid background unavailable
/// (e.g. picking Felidae while Pack-Raised is selected). Build the
/// hypothetical post-patch state via Resource.Duplicate, run it
/// through BackgroundAvailability, and clear background_id in the
/// patch if the rule no longer matches.
/// </summary>
private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
{
if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
var future = (CharacterDraft)_draft.Duplicate();
// Apply the same patch we're about to commit, in-place on the copy.
future.Patch(patch);
if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
patch["background_id"] = "";
}
private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
{
var card = CodexCard.Make();
card.CustomMinimumSize = new Vector2(200, 0);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
onClick(clade.Id);
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = clade.Name, ThemeTypeVariation = "CardName" });
box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant(), ThemeTypeVariation = "CardMeta" });
if (clade.AbilityMods.Count > 0)
{
var modsRow = new HBoxContainer();
modsRow.AddThemeConstantOverride("separation", 8);
box.AddChild(modsRow);
foreach (var (k, v) in clade.AbilityMods)
modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
}
if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
{
var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
chips.AddThemeConstantOverride("h_separation", 6);
chips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(chips);
foreach (var t in clade.Traits)
chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in clade.Detriments)
chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
return card;
}
}