fix(combat): channel energy targets living vs undead
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@@ -381,11 +381,15 @@ Règles modélisées :
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toute transparence (noms décoratifs / de race) — aucun n'est silencieusement ignoré
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(`tests/test_feats.py`).
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- Capacités de classe émises par `default_policy`, chacune conditionnée à une ressource
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`> 0` dépensée dans la méthode d'exécution : `channel_energy` (oni, allié < 50 % ou
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ennemis groupés à 30 ft), sortilège `evil_eye` (nairda), deed `up_close_and_deadly`
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`> 0` dépensée dans la méthode d'exécution : `channel_energy` (oni, énergie positive :
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si un allié est < 50 % de ses PV → soigne tous les êtres vivants à 30 ft ; sinon, si au
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moins 2 morts-vivants ennemis sont groupés à 30 ft → les blesse en 2d6 ; le camp de la
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cible n'est pas pris en compte — seul `creature_type` compte, `selective_channeling` non
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modélisé), sortilège `evil_eye` (nairda), deed `up_close_and_deadly`
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(tammara, action bonus +1d6 à ≤ 30 ft), `inspire_courage` + `spell_combat` (misty)
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— couvertes par `tests/test_class_abilities.py`.
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- Le Liche (`data/monsters/lich.json`) : aura de terreur (30 ft, Volonté DD 22 ou
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- Le Liche (`data/monsters/lich.json`) : `creature_type: "undead"` (sensible à l'énergie
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positive canalisée), aura de terreur (30 ft, Volonté DD 22 ou
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`shaken` 1 round, au début de son tour) et contact paralysant (au toucher,
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`paralysé` 1d4+1 rounds), RD 15/magie+contondant ; son JSON porte un dictionnaire
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`spell_slots` sans clés dupliquées.
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@@ -2,6 +2,7 @@
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"name": "Lich",
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"level": 11,
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"size": "Medium",
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"creature_type": "undead",
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"abilities": {
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"str_score": 12,
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"dex_score": 14,
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@@ -295,6 +295,7 @@ class Action:
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hex_name: str | None = None # "evil_eye", "slumber", "cackle"
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deed_name: str | None = None # "up_close_and_deadly", "quick_clear"
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class_ability: str | None = None # "deed"|"spell_combat"|"inspire_courage"|"hex"|"channel"
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channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
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@dataclass(frozen=True)
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@@ -1156,7 +1157,9 @@ class CombatEngine:
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"""Dispatch a class-ability action by kind, reading its carrier field."""
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kind = action.kind
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if kind == "channel_energy":
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self._execute_channel_energy(state, target)
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self._execute_channel_energy(
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state, target, action.channel_mode or "heal"
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)
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elif kind == "hex":
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self._execute_hex(state, target, action.hex_name)
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elif kind == "deed":
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@@ -1393,9 +1396,18 @@ class CombatEngine:
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)
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def _execute_channel_energy(
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self, state: CombatantState, target: CombatantState | None
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self,
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state: CombatantState,
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target: CombatantState | None,
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channel_mode: Literal["heal", "harm"],
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) -> None:
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"""Execute channel energy (burst 30ft, 2d6 heal/damage, spends channel energy)."""
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"""Execute channel energy (positive energy, burst 30ft, 2d6).
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Heal mode heals all living creatures in the burst; harm mode damages
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all undead creatures in the burst — the target's side does not matter
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(PF1e Channel Energy: positive energy heals living creatures and
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damages undead creatures within 30 feet).
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"""
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if not state.spend_resource("channel_energy", 1):
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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@@ -1407,8 +1419,7 @@ class CombatEngine:
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# Channel energy affects all creatures within 30ft (6 cells)
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radius_cells = 30 // _SQUARE_FT # 6 cells
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center = state.pos
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affected = self._creatures_in_range(center, radius_cells)
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affected = self._creatures_in_range(state.pos, radius_cells)
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if not affected:
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self._log(
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@@ -1417,22 +1428,21 @@ class CombatEngine:
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)
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return
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# Determine if healing or harming based on target relationship
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is_harm = target.side != state.side
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wanted_type = "living" if channel_mode == "heal" else "undead"
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hit = [s for s in affected if s.combatant.creature_type == wanted_type]
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# 2d6 damage/healing
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dmg = 1 + self._rng.roll_die(11) # 2d6
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for affected_state in affected:
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is_ally = affected_state.side == state.side
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if is_ally and not is_harm:
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for affected_state in hit:
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if channel_mode == "heal":
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self._channel_heal(state, affected_state, dmg)
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elif not is_ally and is_harm:
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else:
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self._channel_damage(state, affected_state, dmg)
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"channel energy ({'harm' if is_harm else 'heal'}) {dmg} -> {len(affected)} targets"
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f"channel energy ({channel_mode}) {dmg} -> {len(hit)} targets"
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)
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def _channel_heal(
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@@ -2524,8 +2534,15 @@ def default_policy(engine: CombatEngine, state: CombatantState) -> tuple[Action,
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return (Action(kind="withdraw", target_id=target.combatant.id),)
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# Channel energy (oni): standard action that heal/harms in a 30ft burst.
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if _emit_channel_energy(engine, state):
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return (Action(kind="channel_energy", target_id=target.combatant.id),)
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channel_mode = _emit_channel_energy(engine, state)
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if channel_mode is not None:
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return (
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Action(
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kind="channel_energy",
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target_id=target.combatant.id,
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channel_mode=channel_mode,
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),
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)
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# Hex (nairda): standard action when the target is within close range.
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if _emit_hex(engine, state, target):
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@@ -2558,21 +2575,24 @@ _GROUPED_ENEMY_COUNT = 2
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_HEX_RANGE_FT = 25
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def _emit_channel_energy(engine: CombatEngine, state: CombatantState) -> bool:
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"""True when oni should channel energy: resource available and a trigger is met."""
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def _emit_channel_energy(
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engine: CombatEngine, state: CombatantState
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) -> Literal["heal", "harm"] | None:
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"""Channel mode when oni should channel (heal living / harm undead)."""
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if state.resources_left.get("channel_energy", 0) <= 0:
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return False
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return None
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if _find_ally_needing_heal(engine, state) is not None:
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return True
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return "heal"
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radius_cells = 30 // _SQUARE_FT
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grouped_enemies = [
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grouped_undead_enemies = [
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s
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for s in engine.states
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if s.side != state.side
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and s.active
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and s.combatant.creature_type == "undead"
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and engine.grid.distance(state.pos, s.pos) <= radius_cells
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]
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return len(grouped_enemies) >= _GROUPED_ENEMY_COUNT
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return "harm" if len(grouped_undead_enemies) >= _GROUPED_ENEMY_COUNT else None
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def _emit_hex(
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@@ -267,6 +267,7 @@ class Combatant(_FrozenModel):
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name: str
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level: int = Field(ge=1)
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size: str = "Medium"
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creature_type: Literal["living", "undead", "construct"] = "living"
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abilities: AbilityScores
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hp_max: int = Field(ge=1)
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ac: ACProfile
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@@ -7,6 +7,8 @@ tammara (deeds), misty (spell_combat + inspire_courage). Each class has an
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from __future__ import annotations
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from typing import Literal
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from pf1e_simulator.combat import Action, CombatantState, CombatEngine, default_policy
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.grid import Grid
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@@ -29,6 +31,7 @@ def _combatant(
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resources: dict[str, int] | None = None,
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spells: list[str] | None = None,
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hp_max: int = 20,
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creature_type: Literal["living", "undead", "construct"] = "living",
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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@@ -55,6 +58,7 @@ def _combatant(
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attacks=[attack],
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resources=resources or {},
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spells=spells or [],
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creature_type=creature_type,
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)
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@@ -134,6 +138,69 @@ def test_oni_channel_energy_spends_resource() -> None:
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assert me.resources_left["channel_energy"] == 5
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def test_oni_channel_harm_does_not_damage_living_enemy() -> None:
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"""Regression: positive energy must not damage living creatures (reported bug:
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oni harmed a Giant Belostomatid — living vermin). Harm mode only hits undead."""
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oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
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vermin = _combatant("belostomatid", hp_max=30)
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engine, me, enemy = _engine(oni, [vermin], rng_queue=[11])
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action = Action(
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kind="channel_energy", target_id=vermin.id, channel_mode="harm"
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)
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engine._execute(me, action)
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assert me.hp == 30 # living caster unaffected by harm mode
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assert enemy[0].hp == 30 # living vermin unaffected by harm mode
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def test_oni_channel_harm_damages_undead() -> None:
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"""Harm mode damages undead creatures in the burst regardless of side."""
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oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
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lich = _combatant("lich", hp_max=100, creature_type="undead")
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engine, me, enemy = _engine(oni, [lich], rng_queue=[11])
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action = Action(kind="channel_energy", target_id=lich.id, channel_mode="harm")
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engine._execute(me, action)
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assert enemy[0].hp == 100 - (1 + 11) # 2d6 = 1 + roll_die(11)
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def test_oni_channel_heal_heals_living_enemies_in_range() -> None:
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"""Heal mode heals all living creatures in the burst — including enemies
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(Selective Channeling, which would exclude them, is not modeled)."""
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oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
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goblin = _combatant("goblin", hp_max=6)
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engine, me, enemy = _engine(oni, [goblin], rng_queue=[5])
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enemy[0].hp = 2
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action = Action(
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kind="channel_energy", target_id=me.combatant.id, channel_mode="heal"
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)
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engine._execute(me, action)
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assert enemy[0].hp == min(2 + (1 + 5), 6) # healed, capped at hp_max
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def test_oni_emits_channel_harm_only_for_grouped_undead() -> None:
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"""Channel harm is emitted only when at least 2 undead enemies are grouped at 30ft
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— living enemies are never harmed by positive energy."""
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oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
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lich1 = _combatant("lich1", hp_max=100, creature_type="undead")
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engine, me, _ = _engine(oni, [lich1])
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assert not any(a.kind == "channel_energy" for a in default_policy(engine, me))
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lich2 = _combatant("lich2", hp_max=100, creature_type="undead")
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engine, me, _ = _engine(oni, [lich1, lich2])
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actions = default_policy(engine, me)
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assert any(
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a.kind == "channel_energy" and a.channel_mode == "harm"
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for a in actions
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)
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# --- nairda: hex ---
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@@ -35,9 +35,9 @@ def _make_grid() -> Grid:
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def _make_channel_policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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"""Emit a channel_energy on an alpha, otherwise the default policy."""
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"""Emit a channel_energy (heal mode) on an alpha, otherwise the default policy."""
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if state.combatant.id == "oni-a":
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return (Action(kind="channel_energy", target_id="oni-b"),)
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return (Action(kind="channel_energy", target_id="oni-b", channel_mode="heal"),)
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return default_policy(_engine, state)
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@@ -37,15 +37,19 @@ def test_monte_carlo_caster_pc_casts_spell() -> None:
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"""oni (cleric) casts against data/spells/ once it drops below 50% HP.
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oni's known spells overlap the registry's heal spells (Cure Light/Moderate
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Wounds); with enough damage taken it heals via cast_spell. The Monte Carlo
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Wounds); with enough damage taken it heals via cast_spell. Channel energy is
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stripped from the resource pool: it now heals living creatures in the burst,
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so below 50% HP oni self-heals by channeling and never reaches the spell
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branch — this test stays a pure spell-wiring check. The Monte Carlo
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loop mirrors run_encounter: build fresh states and one CombatEngine per run
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with the registry from SPELLS_DIR.
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"""
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oni = load_combatant(ONI).model_copy(update={"resources": {}})
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spec = EncounterSpec(
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map=load_map(MAP),
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round_cap=100,
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sides=(
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Side(name="players", combatants=(load_combatant(ONI),), zone="A"),
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Side(name="players", combatants=(oni,), zone="A"),
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Side(name="monsters", combatants=(load_combatant(GOBLIN),) * 4, zone="B"),
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),
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)
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