e1fb988969
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>
447 lines
18 KiB
C#
447 lines
18 KiB
C#
using Godot;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Scenes.Widgets;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step II — Species. Direct port of <c>StepSpecies</c> in
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/// <c>src/steps.jsx</c> plus the Phase 6.5 hybrid extension: when
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/// <see cref="CharacterDraft.IsHybrid"/> is true the step shows two
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/// stacked grids, one filtered by SireCladeId and one by DamCladeId.
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/// </summary>
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public partial class StepSpecies : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private VBoxContainer _purebredSection = null!;
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private VBoxContainer _hybridSection = null!;
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private GridContainer _purebredGrid = null!;
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private GridContainer _sireGrid = null!;
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private GridContainer _damGrid = null!;
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// Phase B species trait + detriment pickers — single-pick per lineage.
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private VBoxContainer _pickSection = null!;
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private VBoxContainer _sirePickCol = null!;
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private VBoxContainer _damPickCol = null!;
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private string _sirePicksBuiltFor = "";
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private string _damPicksBuiltFor = "";
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// Lineage-axis variant picker for purebred path (Ram-Folk sheep/goat etc.).
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// Hybrid path embeds its own lineage picker into the per-parent col.
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private VBoxContainer _purebredVariantSection = null!;
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private string _purebredVariantBuiltFor = "";
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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// Defer Refresh so it runs after the click callback that triggered
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// Changed completes — Free() called on a card mid-callback returns
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// without freeing, leaving a stale duplicate in the grid.
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() => WizardValidation.Validate(1, _draft);
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO II · SPECIES", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Choose a Species", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Refine your line. Species inherits the clade's traits and adds its "
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+ "own — body size, base movement speed, and species-specific abilities. "
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+ "Hybrid characters pick one species per parent lineage.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_purebredSection = new VBoxContainer();
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_purebredSection.AddThemeConstantOverride("separation", 6);
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AddChild(_purebredSection);
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_purebredGrid = MakeGrid();
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_purebredSection.AddChild(_purebredGrid);
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// Lineage picker (Ram-Folk sheep/goat). Visible only when the
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// selected species has VariantAxis == "lineage".
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_purebredVariantSection = new VBoxContainer { Visible = false };
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_purebredVariantSection.AddThemeConstantOverride("separation", 6);
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_purebredSection.AddChild(_purebredVariantSection);
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_hybridSection = new VBoxContainer();
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_hybridSection.AddThemeConstantOverride("separation", 16);
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AddChild(_hybridSection);
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_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage", ThemeTypeVariation = "Eyebrow" });
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_sireGrid = MakeGrid();
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_hybridSection.AddChild(_sireGrid);
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_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage", ThemeTypeVariation = "Eyebrow" });
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_damGrid = MakeGrid();
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_hybridSection.AddChild(_damGrid);
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// Phase B species pickers: one trait + one detriment per parent.
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_pickSection = new VBoxContainer();
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_pickSection.AddThemeConstantOverride("separation", 8);
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_hybridSection.AddChild(_pickSection);
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_pickSection.AddChild(new Label { Text = "SPECIES TRAITS & DETRIMENTS", ThemeTypeVariation = "Eyebrow" });
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_pickSection.AddChild(new Label
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{
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Text = "Pick one species trait and one species detriment from each parent. "
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+ "GMs may rule that traits express partially in hybrids.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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var pickGrid = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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pickGrid.AddThemeConstantOverride("separation", 16);
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_pickSection.AddChild(pickGrid);
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_sirePickCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_sirePickCol.AddThemeConstantOverride("separation", 6);
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pickGrid.AddChild(_sirePickCol);
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_damPickCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_damPickCol.AddThemeConstantOverride("separation", 6);
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pickGrid.AddChild(_damPickCol);
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Refresh();
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}
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private static GridContainer MakeGrid()
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{
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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grid.AddThemeConstantOverride("h_separation", 16);
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grid.AddThemeConstantOverride("v_separation", 16);
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return grid;
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}
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private void Refresh()
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{
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if (_purebredGrid is null) return;
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bool hybrid = _draft.IsHybrid;
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_purebredSection.Visible = !hybrid;
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_hybridSection.Visible = hybrid;
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if (hybrid)
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{
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RefreshGrid(_sireGrid, _draft.SireCladeId, _draft.SireSpeciesId,
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spId => OnLineageSpeciesPicked("sire", spId));
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RefreshGrid(_damGrid, _draft.DamCladeId, _draft.DamSpeciesId,
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spId => OnLineageSpeciesPicked("dam", spId));
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SyncSpeciesPicks(_sirePickCol, ref _sirePicksBuiltFor, "sire",
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_draft.SireSpeciesId, _draft.SireChosenSpeciesTrait, _draft.SireChosenSpeciesDetriment);
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SyncSpeciesPicks(_damPickCol, ref _damPicksBuiltFor, "dam",
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_draft.DamSpeciesId, _draft.DamChosenSpeciesTrait, _draft.DamChosenSpeciesDetriment);
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}
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else
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{
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RefreshGrid(_purebredGrid, _draft.CladeId, _draft.SpeciesId,
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spId => OnPurebredSpeciesPicked(spId));
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SyncPurebredVariant();
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}
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}
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private void OnPurebredSpeciesPicked(string speciesId)
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{
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "species_id", speciesId },
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// Species swap invalidates lineage variant.
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{ "species_variant", "" },
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});
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}
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private void OnLineageSpeciesPicked(string lineage, string speciesId)
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{
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ lineage + "_species_id", speciesId },
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// Species swap invalidates the previously-picked species trait/detriment + variant.
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{ lineage + "_chosen_species_trait", "" },
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{ lineage + "_chosen_species_detriment", "" },
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{ lineage + "_species_variant", "" },
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});
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}
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/// <summary>Sync the purebred lineage picker row. Visible iff the
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/// picked species declares a lineage-axis variant.</summary>
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private void SyncPurebredVariant()
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{
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var sp = CodexContent.SpeciesById(_draft.SpeciesId);
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bool show = sp is not null && sp.VariantAxis == "lineage" && sp.Variants.Length > 0;
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_purebredVariantSection.Visible = show;
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if (!show)
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{
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_purebredVariantBuiltFor = "";
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foreach (var c in _purebredVariantSection.GetChildren()) c.Free();
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return;
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}
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if (_purebredVariantBuiltFor == _draft.SpeciesId)
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{
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// Same species — just update which lineage button is pressed.
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foreach (var child in _purebredVariantSection.GetChildren())
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{
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if (child is Button btn)
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{
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bool want = btn.Name == _draft.SpeciesVariant;
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if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
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}
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}
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return;
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}
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foreach (var c in _purebredVariantSection.GetChildren()) c.Free();
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_purebredVariantBuiltFor = _draft.SpeciesId;
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_purebredVariantSection.AddChild(new Label { Text = "LINEAGE", ThemeTypeVariation = "Eyebrow" });
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var row = new HBoxContainer();
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row.AddThemeConstantOverride("separation", 8);
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_purebredVariantSection.AddChild(row);
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foreach (var v in sp!.Variants)
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{
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string captured = v.Id;
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var btn = new Button
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{
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Text = v.Name,
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ToggleMode = true,
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ButtonPressed = v.Id == _draft.SpeciesVariant,
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FocusMode = Control.FocusModeEnum.None,
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Name = v.Id,
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};
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var btnRef = btn;
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btn.Pressed += () =>
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "species_variant", btnRef.ButtonPressed ? captured : "" },
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});
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// Hover popover summarizes the variant's traits + detriments.
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string capturedName = v.Name;
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string capturedDesc = SummarizeVariant(v);
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btn.MouseEntered += () =>
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PopoverLayer.Instance?.ShowFor(btnRef, capturedName, capturedDesc, "lineage", false);
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btn.MouseExited += () =>
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PopoverLayer.Instance?.ScheduleClose();
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row.AddChild(btn);
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}
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}
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private static string SummarizeVariant(Theriapolis.Core.Data.SpeciesVariantDef v)
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{
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var parts = new System.Collections.Generic.List<string>();
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foreach (var t in v.Traits) parts.Add($"• {t.Name}: {t.Description}");
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foreach (var d in v.Detriments) parts.Add($"• {d.Name} (detriment): {d.Description}");
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return parts.Count == 0 ? "(no extra traits)" : string.Join("\n", parts);
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}
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/// <summary>
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/// Mutate-in-place sync for the species-pick column (one trait button
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/// group + one detriment button group, radio-style; plus a lineage
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/// picker when the species declares a lineage-axis variant). Same
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/// Free()-defer hazard as the bonus rows in StepClade — only rebuild
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/// when the species id changes.
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/// </summary>
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private void SyncSpeciesPicks(VBoxContainer col, ref string builtFor,
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string lineage, string speciesId,
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string chosenTrait, string chosenDetriment)
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{
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if (speciesId == builtFor)
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{
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UpdateRadioGroup(col, "trait", chosenTrait);
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UpdateRadioGroup(col, "detriment", chosenDetriment);
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UpdateRadioGroup(col, "lineage",
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lineage == "sire" ? _draft.SireSpeciesVariant : _draft.DamSpeciesVariant);
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return;
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}
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foreach (var c in col.GetChildren()) c.Free();
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builtFor = speciesId;
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var sp = CodexContent.SpeciesById(speciesId);
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col.AddChild(new Label
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{
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Text = lineage.ToUpperInvariant() + (sp is null ? "" : " — " + sp.Name),
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ThemeTypeVariation = "Eyebrow",
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});
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if (sp is null)
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{
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col.AddChild(new Label { Text = "(pick a species above)" });
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return;
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}
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// Lineage picker first when applicable, so the player picks
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// lineage before reading the trait/detriment list (variant
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// content layers on top).
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if (sp.VariantAxis == "lineage" && sp.Variants.Length > 0)
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{
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col.AddChild(new Label { Text = "Lineage", ThemeTypeVariation = "Eyebrow" });
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string currentVariant = lineage == "sire" ? _draft.SireSpeciesVariant : _draft.DamSpeciesVariant;
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BuildRadioGroup(col, "lineage", lineage, VariantsAsTraits(sp.Variants),
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currentVariant,
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(lin, id) => _draft.Patch(new Godot.Collections.Dictionary
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{
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{ lin + "_species_variant", id },
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}),
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isDetriment: false);
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}
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col.AddChild(new Label { Text = "Trait", ThemeTypeVariation = "Eyebrow" });
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BuildRadioGroup(col, "trait", lineage, sp.Traits, chosenTrait,
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(lin, id) => OnSpeciesPickToggled(lin, "trait", id), isDetriment: false);
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col.AddChild(new Label { Text = "Detriment", ThemeTypeVariation = "Eyebrow" });
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if (sp.Detriments.Length == 0)
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{
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col.AddChild(new Label { Text = "(none)" });
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}
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else
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{
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BuildRadioGroup(col, "detriment", lineage, sp.Detriments, chosenDetriment,
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(lin, id) => OnSpeciesPickToggled(lin, "detriment", id), isDetriment: true);
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}
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}
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/// <summary>
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/// Adapter — BuildRadioGroup operates on TraitDef[]; project the variant
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/// list into TraitDef-shape so it can drive the same radio renderer.
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/// Description summarises the variant's contents for the hover popover.
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/// </summary>
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private static Theriapolis.Core.Data.TraitDef[] VariantsAsTraits(
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Theriapolis.Core.Data.SpeciesVariantDef[] variants)
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{
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var arr = new Theriapolis.Core.Data.TraitDef[variants.Length];
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for (int i = 0; i < variants.Length; i++)
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{
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arr[i] = new Theriapolis.Core.Data.TraitDef
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{
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Id = variants[i].Id,
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Name = variants[i].Name,
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Description = SummarizeVariant(variants[i]),
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};
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}
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return arr;
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}
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private static void BuildRadioGroup(VBoxContainer parent, string kind, string lineage,
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Theriapolis.Core.Data.TraitDef[] options, string selected,
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System.Action<string, string> onPicked, bool isDetriment)
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{
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var holder = new VBoxContainer { Name = $"{kind}_group" };
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holder.AddThemeConstantOverride("separation", 4);
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parent.AddChild(holder);
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foreach (var t in options)
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{
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string captured = t.Id;
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string capturedName = t.Name;
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string capturedDesc = t.Description;
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var btn = new Button
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{
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Text = t.Name,
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ToggleMode = true,
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ButtonPressed = t.Id == selected,
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FocusMode = Control.FocusModeEnum.None,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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Name = t.Id,
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};
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// Single Pressed signal handles both directions: if the
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// button is now pressed (its own click flipped it on),
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// commit the pick; if it's now off, clear the field.
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// Reading btn.ButtonPressed lets us avoid the stale-closure
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// bug from capturing `selected` at build time.
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var btnRef = btn;
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btn.Pressed += () =>
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onPicked(lineage, btnRef.ButtonPressed ? captured : "");
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btn.MouseEntered += () =>
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PopoverLayer.Instance?.ShowFor(btnRef, capturedName, capturedDesc,
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isDetriment ? "" : "trait", isDetriment);
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btn.MouseExited += () =>
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PopoverLayer.Instance?.ScheduleClose();
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holder.AddChild(btn);
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}
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}
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private static void UpdateRadioGroup(VBoxContainer col, string kind, string selected)
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{
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// Find the holder by Name. Bail silently if missing — a species
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// with no detriments has no detriment_group node.
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var holder = col.GetNodeOrNull<VBoxContainer>($"{kind}_group");
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if (holder is null) return;
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foreach (var child in holder.GetChildren())
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{
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if (child is Button btn)
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{
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bool want = btn.Name == selected;
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if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
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}
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}
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}
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private void OnSpeciesPickToggled(string lineage, string kind, string traitId)
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{
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string field = lineage + "_chosen_species_" + kind;
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_draft.Patch(new Godot.Collections.Dictionary { { field, traitId } });
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}
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private static void RefreshGrid(GridContainer grid, string cladeId, string selectedSpecies, System.Action<string> onClick)
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{
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foreach (var c in grid.GetChildren()) c.Free();
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if (string.IsNullOrEmpty(cladeId)) return;
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foreach (var sp in CodexContent.SpeciesOfClade(cladeId))
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grid.AddChild(BuildCard(sp, sp.Id == selectedSpecies, onClick));
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}
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private static Control BuildCard(SpeciesDef sp, bool selected, System.Action<string> onClick)
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{
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var card = CodexCard.Make();
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card.CustomMinimumSize = new Vector2(200, 0);
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CodexCard.SetSelected(card, selected);
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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onClick(sp.Id);
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = sp.Name, ThemeTypeVariation = "CardName" });
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box.AddChild(new Label
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{
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Text = $"{sp.Size.ToUpperInvariant()} · {sp.BaseSpeedFt} FT/TURN",
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ThemeTypeVariation = "CardMeta",
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});
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if (sp.AbilityMods.Count > 0)
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{
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var modsRow = new HBoxContainer();
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modsRow.AddThemeConstantOverride("separation", 8);
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box.AddChild(modsRow);
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foreach (var (k, v) in sp.AbilityMods)
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modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
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}
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if (sp.Traits.Length > 0 || sp.Detriments.Length > 0)
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{
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var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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chips.AddThemeConstantOverride("h_separation", 6);
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chips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(chips);
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foreach (var t in sp.Traits)
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chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
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foreach (var d in sp.Detriments)
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chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
|
|
|
|
return card;
|
|
}
|
|
}
|