Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepSpecies.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

447 lines
18 KiB
C#

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