39117a09ed
Species variants populated against the M6.13 schema: - Lion-Folk sex axis: Mane Guard (male) / Huntress Reflexes (female, +5 ft speed + advantage on initiative). - Elk-Folk sex axis: Antler Combat with 10 ft reach when full rack (male, retains seasonal Antler Drag) / Kick (female, prone on crit). Base traits restored to doc canon: Herd Coordination (Help → +3) + Endurance Runner (40 ft + advantage CON vs forced march); base speed bumped 30 → 40; new base detriment Herd Instinct. Ram-Folk replaced with separate Sheep-Folk + Goat-Folk species rather than a lineage-axis variant on a single Ram entry. Bovidae now has 4 species. The lineage-axis toggle UI in StepSpecies BuildCard rolled back; the schema stays for sex-axis (Lion/Elk) which auto-resolves. ContentLoadTests + HybridCharacterTests updated; Size.cs comment too. Calling lore: ClassDef gains Description; classes.json populated for all 8 callings with the doc's italic blockquote + paragraph profile. StepClass surfaces the description on the card. Card layout uniformity: StepClass / StepSubclass / StepBackground all switched to single-column ExpandFill grids (matching StepClade / StepSpecies). Each card now spans the wizard's content width so the description and feature chips have room to breathe. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
67 lines
2.7 KiB
C#
67 lines
2.7 KiB
C#
namespace Theriapolis.Core.Rules.Stats;
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/// <summary>
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/// Body-size category from clades.md. Determines tactical-tile footprint,
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/// reach, equipment fit, and grappling rules.
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/// </summary>
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public enum SizeCategory : byte
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{
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Tiny = 0, // reserved; no Phase 5 species uses this
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Small = 1, // rabbit-folk, housecat-folk, ferret-folk
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Medium = 2, // fox-folk, deer-folk, sheep-folk, goat-folk, leopard-folk, badger-folk, hare-folk
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MediumLarge = 3, // wolf-folk, elk-folk, lion-folk, wolverine-folk, coyote-folk
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Large = 4, // brown bear-folk, polar bear-folk, moose-folk, bull-folk, bison-folk
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Huge = 5, // reserved; no Phase 5 species uses this
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}
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public static class SizeExtensions
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{
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/// <summary>Tactical-tile footprint per side (1 = 1×1, 2 = 2×2).</summary>
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public static int FootprintTiles(this SizeCategory s) => s switch
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{
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SizeCategory.Tiny => 1,
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SizeCategory.Small => 1,
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SizeCategory.Medium => 1,
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SizeCategory.MediumLarge => 1, // counts as Large for grappling/carrying only
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SizeCategory.Large => 2,
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SizeCategory.Huge => 3,
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_ => throw new ArgumentOutOfRangeException(nameof(s)),
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};
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/// <summary>Default melee reach in tactical tiles (weapon-modifiable).</summary>
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public static int DefaultReachTiles(this SizeCategory s) => s switch
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{
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SizeCategory.Tiny => 1,
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SizeCategory.Small => 1,
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SizeCategory.Medium => 1,
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SizeCategory.MediumLarge => 1,
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SizeCategory.Large => 2,
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SizeCategory.Huge => 3,
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_ => throw new ArgumentOutOfRangeException(nameof(s)),
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};
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/// <summary>Carrying-capacity multiplier per equipment.md (Small ½×, Large 2×).</summary>
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public static float CarryCapacityMult(this SizeCategory s) => s switch
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{
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SizeCategory.Tiny => 0.25f,
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SizeCategory.Small => 0.5f,
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SizeCategory.Medium => 1.0f,
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SizeCategory.MediumLarge => 1.0f, // Medium frame, Large for grappling
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SizeCategory.Large => 2.0f,
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SizeCategory.Huge => 4.0f,
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_ => throw new ArgumentOutOfRangeException(nameof(s)),
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};
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/// <summary>Parses a snake_case JSON value (e.g. "medium_large") into a SizeCategory.</summary>
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public static SizeCategory FromJson(string? raw) => raw switch
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{
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"tiny" => SizeCategory.Tiny,
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"small" => SizeCategory.Small,
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"medium" => SizeCategory.Medium,
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"medium_large" => SizeCategory.MediumLarge,
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"large" => SizeCategory.Large,
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"huge" => SizeCategory.Huge,
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_ => throw new ArgumentException($"Unknown size category: '{raw}'"),
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};
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}
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