feat(combat): add saving throws (fort/ref/will, natural 1/20, effect modifiers)
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@@ -330,13 +330,18 @@ Règles modélisées :
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du premier, appliquée au jet d'attaque et à la confirmation de critique ;
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l'arme ranged reste utilisable jusqu'à 10 incréments. Les armes de jet
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(5 incréments max) ne sont pas distinguées des armes à projectiles.
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- Jets de sauvegarde : `resolve_save(state, save_type, dc)` — fort/ref/will.
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1 naturel = échec automatique, 20 naturel = succès automatique. Les
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modificateurs d'effets (`StatModifier` avec `target` correspondant) sont
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appliqués via `resolve_modifiers` (mêmes règles d'empilement que les
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attaques). Renvoie un `SaveResult` (success, roll, total, dc).
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Non modélisé (couches `elevation`/`markers` présentes mais non appliquées
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dans la résolution) :
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- Sorts, jets de sauvegarde, conditions et états (le système d'effets et les
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règles d'empilement sont en place via `effects.py` — l'intégration au
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moteur est en cours).
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- Sorts et conditions (le système d'effets `effects.py`, les règles
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d'empilement des bonus et les jets de sauvegarde `resolve_save` sont en
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place — l'intégration des sorts et conditions au moteur est en cours).
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- Manœuvres de combat.
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- Effets mécaniques de hauteur/élévation.
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- Tailles Large+ (2×2), allonge > 5 ft
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@@ -380,7 +385,7 @@ dans la résolution) :
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La gate de validation complète (tests + lint + types) :
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```bash
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uv run pytest -q # 241 tests
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uv run pytest -q # 253 tests
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uv run ruff check src tests
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uv run basedpyright src # mode strict
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```
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@@ -393,11 +398,12 @@ uv run basedpyright src # mode strict
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## Feuille de route
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- **Phase 1** — magie et états : jets de sauvegarde, sorts modélisés comme
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effets paramétrés, conditions, manœuvres de combat, dons et capacités de
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classe. Flanquement, attaques à outrance, attaques d'opportunité, charge,
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retraite et pas de placement sont déjà modélisés. Le système d'effets
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(`effects.py`) et les règles d'empilement des bonus sont en place.
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- **Phase 1** — magie et états : sorts modélisés comme effets paramétrés,
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conditions, manœuvres de combat, dons et capacités de classe. Flanquement,
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attaques à outrance, attaques d'opportunité, charge, retraite et pas de
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placement sont déjà modélisés. Le système d'effets (`effects.py`), les
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règles d'empilement des bonus et les jets de sauvegarde (`resolve_save`)
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sont en place.
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- **Phase 2** — couche tactique LLM : stratégies en langage naturel traduites
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en politiques, balayage de matrices de positionnement.
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- **Phase 3** — rapporteur LLM local : agrégation des statistiques et
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@@ -189,6 +189,16 @@ class AttackResult:
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base_bonus: int = 0
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@dataclass(frozen=True)
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class SaveResult:
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"""Outcome of one saving throw roll."""
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success: bool
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roll: int
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total: int
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dc: int
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@dataclass(frozen=True)
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class Action:
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"""What a policy wants a combatant to do this turn.
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@@ -401,6 +411,22 @@ class CombatEngine:
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return damage
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return max(0, damage - dr.amount)
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def resolve_save(
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self, state: CombatantState, save_type: Literal["fort", "ref", "will"], dc: int
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) -> SaveResult:
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"""Roll a saving throw (fort/ref/will) against ``dc``.
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PF1e: natural 1 = automatic failure, natural 20 = automatic success.
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Effect modifiers (StatModifier with matching target) are applied via
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``resolve_modifiers`` — same bonus-type stacking rules as attacks.
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"""
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roll = self._rng.d20()
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base = getattr(state.combatant.saves, save_type)
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bonus = resolve_modifiers(e for e in state.effects if e.target == save_type)
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total = roll + base + bonus
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success = roll != _NATURAL_ONE and (roll == _NATURAL_TWENTY or total >= dc)
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return SaveResult(success=success, roll=roll, total=total, dc=dc)
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def _roll_initiative(self) -> list[CombatantState]:
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rolls: dict[str, tuple[int, int]] = {}
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for state in self._states:
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@@ -0,0 +1,180 @@
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"""Tests for saving throws: fort/ref/will, natural 1/20, effect modifiers."""
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from __future__ import annotations
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.effects import StatModifier
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng
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def _make_saves_combatant(
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cid: str, *, fort: int = 0, ref: int = 0, will: int = 0
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="unarmed",
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kind="melee",
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attack_bonus=0,
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damage=[DamageComponent(formula=parse_dice("1d4"), types=["bludgeoning"])],
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)
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return Combatant(
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id=cid,
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name=cid,
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level=1,
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size="Medium",
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=10,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=10,
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ac=ACProfile(total=15, touch=15, flat_footed=15),
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bab=0,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=fort, ref=ref, will=will),
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attacks=[attack],
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)
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def _make_engine_with_state(
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combatant: Combatant, queue: list[int]
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) -> tuple[CombatEngine, CombatantState]:
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state = CombatantState(combatant=combatant, side="players", pos=(0, 0), hp=10)
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
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grid = Grid.from_spec(spec)
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engine = CombatEngine(ScriptedRng(queue), grid, [state])
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return engine, state
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# ── Basic success/failure ─────────────────────────────────────────────────────
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class TestSaveBasic:
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"""Given: a combatant with known saves and a scripted RNG
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When: resolve_save is called
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Then: returns correct success/failure based on roll + base vs DC."""
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def test_fort_save_success(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [10])
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result = engine.resolve_save(state, "fort", dc=12)
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assert result.success is True
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assert result.roll == 10
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assert result.total == 15
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def test_fort_save_failure(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [3])
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result = engine.resolve_save(state, "fort", dc=12)
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assert result.success is False
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assert result.roll == 3
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assert result.total == 8
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def test_ref_save_success(self) -> None:
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hero = _make_saves_combatant("hero", ref=4)
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engine, state = _make_engine_with_state(hero, [14])
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result = engine.resolve_save(state, "ref", dc=15)
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assert result.success is True
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assert result.total == 18
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def test_will_save_failure(self) -> None:
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hero = _make_saves_combatant("hero", will=-1)
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engine, state = _make_engine_with_state(hero, [10])
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result = engine.resolve_save(state, "will", dc=12)
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assert result.success is False
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assert result.total == 9
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def test_exact_dc_succeeds(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [7])
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result = engine.resolve_save(state, "fort", dc=12)
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assert result.success is True
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assert result.total == 12
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# ── Natural 1 and natural 20 ─────────────────────────────────────────────────
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class TestNaturalRolls:
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"""Given: natural 1 or natural 20 on the d20
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When: resolve_save is called
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Then: natural 1 always fails, natural 20 always succeeds."""
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def test_natural_1_auto_fails_even_if_total_meets_dc(self) -> None:
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hero = _make_saves_combatant("hero", fort=20)
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engine, state = _make_engine_with_state(hero, [1])
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result = engine.resolve_save(state, "fort", dc=10)
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assert result.success is False
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assert result.roll == 1
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assert result.total == 21
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def test_natural_20_auto_succeeds_even_if_total_misses_dc(self) -> None:
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hero = _make_saves_combatant("hero", fort=0)
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engine, state = _make_engine_with_state(hero, [20])
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result = engine.resolve_save(state, "fort", dc=30)
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assert result.success is True
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assert result.roll == 20
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assert result.total == 20
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# ── Effect modifiers ─────────────────────────────────────────────────────────
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class TestSaveEffects:
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"""Given: a combatant with effect modifiers on saves
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When: resolve_save is called
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Then: modifiers are applied via resolve_modifiers (stacking rules)."""
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def test_effect_bonus_adds_to_save(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [10])
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state.effects.append(StatModifier(target="fort", value=2))
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result = engine.resolve_save(state, "fort", dc=15)
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assert result.success is True
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assert result.total == 17
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def test_effect_penalty_reduces_save(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [10])
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state.effects.append(StatModifier(target="fort", value=-2))
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result = engine.resolve_save(state, "fort", dc=15)
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assert result.success is False
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assert result.total == 13
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def test_two_morale_bonuses_keep_highest(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [10])
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state.effects.append(StatModifier(target="fort", value=2, bonus_type="morale"))
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state.effects.append(StatModifier(target="fort", value=3, bonus_type="morale"))
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result = engine.resolve_save(state, "fort", dc=15)
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assert result.success is True
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assert result.total == 18 # 10 + 5 + max(2, 3) = 18
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def test_untyped_bonuses_stack(self) -> None:
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hero = _make_saves_combatant("hero", fort=5)
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engine, state = _make_engine_with_state(hero, [10])
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state.effects.append(StatModifier(target="fort", value=1))
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state.effects.append(StatModifier(target="fort", value=2))
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result = engine.resolve_save(state, "fort", dc=18)
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assert result.success is True
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assert result.total == 18 # 10 + 5 + 1 + 2 = 18
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def test_effect_on_fort_does_not_affect_ref(self) -> None:
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hero = _make_saves_combatant("hero", fort=5, ref=3)
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engine, state = _make_engine_with_state(hero, [10])
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state.effects.append(StatModifier(target="fort", value=10))
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result = engine.resolve_save(state, "ref", dc=15)
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assert result.success is False
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assert result.total == 13 # 10 + 3, fort bonus ignored
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