from __future__ import annotations from dataclasses import dataclass, field from engine.character import BodyPart @dataclass(frozen=True) class AbilityDef: """An ability a species can perform, gated on the body parts it needs to work.""" id: str name: str required_slots: tuple[str, ...] = () @dataclass(frozen=True) class SpeciesDef: """A species/preset a Character is based off: default anatomy + blood-loss thresholds.""" id: str name: str genders: list[str] = field(default_factory=list) # open marker: species defines its own valid gender values default_body_parts: list[BodyPart] = field(default_factory=list) default_organs: list[str] = field(default_factory=list) # organ_def ids; placed by each organ's own host_slot body_type: str = "biped" # coarse anatomical shape (e.g. "biped", "quadruped") - gates which # clothing fits at all, regardless of arm count; see ItemDef.compatible_body_types body_type_options: list[str] = field(default_factory=list) # cosmetic build/archetype choices # for character creation (e.g. "average"/"thin"/"fat"/"hulk") - NOT the same as body_type # above, which is a fixed anatomical trait, not a player choice hair_colors: list[str] = field(default_factory=list) # valid hair color choices for character # creation; empty for species with no hair (e.g. reptilian, hydraulibot, motorbot) is_synthetic: bool = False # mechanical/electronic organs (currently hydraulibot/motorbot) - # lets game logic gate effects like a lightning-induced short circuit without hardcoding # species ids abilities: list[AbilityDef] = field(default_factory=list) blood_danger_threshold: float = 50.0 # % blood remaining blood_critical_threshold: float = 25.0 blood_label: str = "Blood" # display term for blood_percentage - e.g. hydraulibot calls it # "Synthmuscle-Fluid" (see Character.blood_label); purely cosmetic, no mechanical difference health_item_compatibility: list[str] = field(default_factory=list) # placeholder for future health-item tagging innate_check_penalties: dict[str, float] = field(default_factory=dict) # permanent, always-on # fraction lost for a named check regardless of damage state - e.g. motorbot's clumsy # manipulators (sleight_of_hand) - applied in Character.total_check_penalty alongside # skill/organ/ailment penalties, the one source that isn't tied to any damage/ailment