fix(combat): evaluate conditional stat modifiers with action context
This commit is contained in:
@@ -346,6 +346,14 @@ Règles modélisées :
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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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- Modificateurs conditionnés : un `StatModifier` avec `condition=` n'est appliqué
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que si la condition tient au moment de la résolution (`_modifier_condition_holds`) :
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`target_within_30ft_ranged` (arme à distance à ≤ 30 ft), `axe` (arme dont le nom
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contient « axe »), et les descripteurs de sauvegarde (`fear`, `cold`,
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`electricity`, `fey`, `divination`, `poison`, `disease`, `mind_affecting`) — les
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descripteurs sont portés par l'aura de terreur, les sorts (types de dégâts,
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conditions de peur, écoles enchantement/divination) et les effets de zone. Toute
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condition inconnue ou non supportée reste exclue (False).
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- Incantation : chaque `CombatantState` porte `spell_slots_left` (initialisé depuis
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le champ `spell_slots` du JSON, ex. `{"1": 4, ...}`) ; `_cast_spell` dépense
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l'emplacement du niveau concerné (`spend_spell_slot`). Le DD vaut `10 + niveau du
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@@ -415,10 +423,8 @@ dans la résolution) :
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- Parmi les manœuvres, seules trip / disarm / bull_rush / sunder / grapple / escape
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sont câblées ; les autres (overrun, dirty trick, steal, reposition, drag) ne le
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sont pas. Une arme brisée ne peut pas être réparée en cours de combat.
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- Les modificateurs d'effets conditionnés par un `condition=` au runtime ne sont pas
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évalués (`_modifier_condition_holds` renvoie toujours False, le modificateur est
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alors exclu) ; la distribution des dégâts par type sur un sort n'envoie que des
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dégâts simples (sans plage « half on save » pour les effets ciblés).
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- La distribution des dégâts par type sur un sort n'envoie que des dégâts simples
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(sans plage « half on save » pour les effets ciblés).
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## Architecture
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@@ -439,7 +445,10 @@ dans la résolution) :
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des attaques (couvert, ligne d'effet, pénalités de portée, CA de contact
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pour les attaques touch et firearms), états de vie, incantation
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(emplacements, concentration par situation, AoO d'incantation), invocation,
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manœuvres, capacités de classe, transcripts, politique par défaut.
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manœuvres, capacités de classe, transcripts, politique par défaut. Les
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modificateurs conditionnés (`StatModifier.condition`) sont évalués via
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`_modifier_condition_holds` avec le contexte d'action (arme, portée,
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descripteurs de sauvegarde) ; les conditions inconnues restent exclues.
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- `effects.py` — système d'effets : `StatModifier` (modificateur de
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caractéristique avec type de bonus) et `resolve_modifiers` (application des
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règles d'empilement PF1e). Types de bonus cumulables (dodge, racial, trait,
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@@ -468,12 +477,15 @@ dans la résolution) :
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sauvegarde, DC de base) et types d'effets (`DamageEffect`, `ConditionEffect`,
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`HealEffect`, `BuffEffect`). Portées PF1e (personal, touch, close, medium,
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long) calculées par `spell_range_ft`. Chargeur JSON (`load_spell`,
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`load_spell_registry`) pour `data/spells/`. Le moteur intègre les sorts via
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`Action(kind="cast_spell")` et `_cast_spell` : résolution de sauvegarde,
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application des dégâts (demi-dégâts sur sauvegarde réussie ; la RD ne
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s'applique pas aux dégâts de sorts), conditions, soins (plafonnés à hp_max)
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et buffs. Le champ `spells` de `Combatant` contient les noms de sorts connus ;
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le `spell_registry` est passé au `CombatEngine`.
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`load_spell_registry`) pour `data/spells/`. Des descripteurs de sauvegarde
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(`spell_save_descriptors` / `save_descriptors_for_effects` : types de dégâts,
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conditions de peur, écoles enchantement/divination) sont dérivés des effets
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pour évaluer les modificateurs conditionnés lors d'une sauvegarde. Le moteur
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intègre les sorts via `Action(kind="cast_spell")` et `_cast_spell` :
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résolution de sauvegarde, application des dégâts (demi-dégâts sur sauvegarde
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réussie ; la RD ne s'applique pas aux dégâts de sorts), conditions, soins
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(plafonnés à hp_max) et buffs. Le champ `spells` de `Combatant` contient les
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noms de sorts connus ; le `spell_registry` est passé au `CombatEngine`.
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- `metrics.py` — statistiques en forme fermée : `win_rate`, `win_rate_sigma`,
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`win_rate_band` (bande 3σ bornée à [0, 1]).
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- `runner.py` — `EncounterSpec`/`Side`, `build_states` (placement en zone +
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@@ -93,7 +93,9 @@ from pf1e_simulator.spells import (
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HealEffect,
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SpellEffect,
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SummonEffect,
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save_descriptors_for_effects,
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spell_range_ft,
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spell_save_descriptors,
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)
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if TYPE_CHECKING:
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@@ -123,6 +125,12 @@ _CHARGE_ATTACK_BONUS = 2 # PF1e: +2 attack roll on a charge
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_CHARGE_AC_PENALTY = 2 # PF1e: -2 AC until start of next turn after charging
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_CHARGE_MIN_CELLS = 2 # PF1e: charge must move at least 10 ft (2 squares)
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_UP_CLOSE_RANGE_FT = 30 # PF1e: Up Close and Deadly works within 30 ft
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# PF1e: Point-Blank Shot grants +1/+1 within 30 ft with ranged weapons
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_POINT_BLANK_RANGE_FT = 30
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_SAVE_DESCRIPTOR_CONDITIONS = frozenset({
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"fear", "cold", "electricity", "fey", "divination", "poison", "disease",
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"mind_affecting",
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})
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_SIZE_MODIFIERS: dict[str, int] = {
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@@ -409,15 +417,33 @@ class CombatEngine:
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or any(cond.name == name for cond in state.conditions)
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)
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def _modifier_condition_holds(self, _state: CombatantState, _condition_name: str) -> bool:
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def _modifier_condition_holds(
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self,
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_state: CombatantState,
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condition_name: str,
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*,
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weapon: AttackSpec | None = None,
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dist_ft: int | None = None,
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save_descriptors: frozenset[str] = frozenset(),
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) -> bool:
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"""Evaluate whether a StatModifier's runtime condition holds.
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Returns False for unknown or unresolvable conditions (modifier excluded).
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Currently no conditions are evaluable from _stat_modifiers call sites
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alone (they require action-level context like target range or spell
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descriptor), so this always returns False. When the engine gains that
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context, specific conditions can be added here.
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Unknown/unresolvable conditions return False (modifier excluded).
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Supported: "target_within_30ft_ranged" (ranged-style weapon, <= 30 ft),
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"axe" (weapon name contains "axe"), and save-descriptor names (fear,
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cold, ...) that are present in the save's descriptor set.
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"""
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if condition_name == "target_within_30ft_ranged":
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return (
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weapon is not None
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and dist_ft is not None
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and self._is_ranged_attack(weapon)
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and dist_ft <= _POINT_BLANK_RANGE_FT
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)
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if condition_name == "axe":
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return weapon is not None and "axe" in weapon.name.lower()
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if condition_name in _SAVE_DESCRIPTOR_CONDITIONS:
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return condition_name in save_descriptors
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return False
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def _get_speed_mult(self, state: CombatantState) -> float:
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@@ -559,7 +585,14 @@ class CombatEngine:
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return 0
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def _stat_modifiers(
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self, state: CombatantState, target: str, *, weapon_name: str | None = None
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self,
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state: CombatantState,
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target: str,
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*,
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weapon_name: str | None = None,
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weapon: AttackSpec | None = None,
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dist_ft: int | None = None,
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save_descriptors: frozenset[str] = frozenset(),
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) -> list[StatModifier]:
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"""Collect all StatModifiers for ``target`` from all sources.
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@@ -569,8 +602,9 @@ class CombatEngine:
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Modifiers whose ``condition`` is set are only included when the named
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runtime condition holds for ``state`` (evaluated via
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``_modifier_condition_holds``). Unsupported condition names are treated
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as NOT holding (modifier excluded).
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``_modifier_condition_holds``, which consumes the weapon/range/save
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context threaded from the action being resolved). Unsupported
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condition names are treated as NOT holding (modifier excluded).
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"""
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mods: list[StatModifier] = []
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# Old effects field (backwards compatibility)
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@@ -600,7 +634,14 @@ class CombatEngine:
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return [
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m
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for m in mods
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if m.condition is None or self._modifier_condition_holds(state, m.condition)
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if m.condition is None
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or self._modifier_condition_holds(
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state,
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m.condition,
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weapon=weapon,
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dist_ft=dist_ft,
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save_descriptors=save_descriptors,
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)
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]
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def _has_feat(self, state: CombatantState, feat_name: str) -> bool:
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@@ -642,7 +683,9 @@ class CombatEngine:
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dist_ft = self._grid.distance(state.pos, enemy.pos) * _SQUARE_FT
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if dist_ft > self._FEAR_AURA_RANGE_FT:
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continue
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save = self.resolve_save(enemy, "will", self._FEAR_AURA_DC)
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save = self.resolve_save(
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enemy, "will", self._FEAR_AURA_DC, save_descriptors=frozenset({"fear"})
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)
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if save.success:
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self._log(
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f"round {self._current_round} {state.combatant.id}: fear aura on "
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@@ -693,7 +736,9 @@ class CombatEngine:
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penalty = self.range_penalty(weapon, dist_ft)
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flank = self._flanking_bonus(attacker, target) if weapon.kind == "melee" else 0
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base_bonus = bonus_override if bonus_override is not None else weapon.attack_bonus
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atk_mods = self._stat_modifiers(attacker, "attack", weapon_name=weapon.name)
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atk_mods = self._stat_modifiers(
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attacker, "attack", weapon_name=weapon.name, weapon=weapon, dist_ft=dist_ft
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)
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if self._is_ranged_attack(weapon) and self._has_condition_named(attacker, "prone"):
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atk_mods.append(StatModifier(target="attack", value=-4))
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attack_mod = resolve_modifiers(atk_mods)
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@@ -742,7 +787,9 @@ class CombatEngine:
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confirm = self._rng.d20()
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confirm_total = confirm + base_bonus + penalty + flank + attack_mod - pa_amt
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crit = confirm != _NATURAL_ONE and confirm_total >= ac
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dmg_mods = self._stat_modifiers(attacker, "damage", weapon_name=weapon.name)
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dmg_mods = self._stat_modifiers(
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attacker, "damage", weapon_name=weapon.name, weapon=weapon, dist_ft=dist_ft
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)
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damage = sum(c.formula.roll(self._rng) for c in weapon.damage) + weapon.damage_bonus
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damage += resolve_modifiers(dmg_mods)
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damage += pa_amt * 2 if weapon.kind == "melee" else 0
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@@ -775,18 +822,26 @@ class CombatEngine:
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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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self,
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state: CombatantState,
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save_type: Literal["fort", "ref", "will"],
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dc: int,
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*,
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save_descriptors: frozenset[str] = frozenset(),
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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 and condition modifiers (StatModifier with matching
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target) are applied via ``resolve_modifiers`` — same bonus-type
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stacking rules as attacks.
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stacking rules as attacks. ``save_descriptors`` (e.g. {"fear"},
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{"poison"}) gates conditional modifiers like Bitter or Born Damned.
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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(self._stat_modifiers(state, save_type))
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bonus = resolve_modifiers(
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self._stat_modifiers(state, save_type, save_descriptors=save_descriptors)
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)
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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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@@ -1771,7 +1826,11 @@ class CombatEngine:
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ability_mod = (ability_score - 10) // 2
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dc = 10 + spell.level + ability_mod
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save_result = (
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self.resolve_save(target, spell.save, dc) if spell.save != "none" else None
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self.resolve_save(
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target, spell.save, dc, save_descriptors=spell_save_descriptors(spell)
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)
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if spell.save != "none"
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else None
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)
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caster_live = self._stats[caster.combatant.id]
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target_live = self._stats[target.combatant.id]
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@@ -2025,7 +2084,9 @@ class CombatEngine:
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return False
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if affected_state is target:
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return saved
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save_result = self.resolve_save(affected_state, "ref", dc)
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save_result = self.resolve_save(
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affected_state, "ref", dc, save_descriptors=save_descriptors_for_effects(effect.effects)
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)
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return save_result.success
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def _apply_metamagic(
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@@ -108,6 +108,34 @@ def spell_range_ft(spell: SpellSpec, caster_level: int) -> int:
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return 400 + 40 * caster_level
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_FEAR_CONDITIONS = frozenset({"frightened", "panicked", "shaken", "cowering"})
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def save_descriptors_for_effects(effects: tuple[SpellEffect, ...]) -> frozenset[str]:
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descriptors: set[str] = set()
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for effect in effects:
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if isinstance(effect, DamageEffect):
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descriptors.update(effect.types)
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elif isinstance(effect, ConditionEffect) and effect.condition_name in _FEAR_CONDITIONS:
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descriptors.add("fear")
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elif isinstance(effect, AreaEffect):
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descriptors.update(save_descriptors_for_effects(effect.effects))
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return frozenset(descriptors)
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def spell_save_descriptors(spell: SpellSpec) -> frozenset[str]:
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"""Spell save descriptors: effect-derived plus CRB school tags.
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Enchantment is mind_affecting, divination is divination.
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"""
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descriptors = set(save_descriptors_for_effects(spell.effects))
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if spell.school == "enchantment":
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descriptors.add("mind_affecting")
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elif spell.school == "divination":
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descriptors.add("divination")
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return frozenset(descriptors)
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def _as_dict(value: Json) -> dict[str, Json]:
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if isinstance(value, dict):
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return value
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@@ -0,0 +1,467 @@
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"""Tests for conditional StatModifier evaluation with action context (B1).
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Given: a StatModifier whose ``condition`` refers to a runtime property
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(target range, wielded weapon, save descriptor)
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When: the engine resolves an attack or a saving throw
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Then: the modifier applies only when the runtime condition holds;
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unsupported or unknown condition names stay excluded (security).
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Supported condition families (plan B1):
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- ``target_within_30ft_ranged`` — ranged-style weapon (or touch with
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increment) fired at a target within 30 ft (Point-Blank Shot).
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- ``axe`` — wielded weapon whose name contains "axe" (Axe to Grind).
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- save descriptors (fear, cold, electricity, fey, divination, poison,
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disease, mind_affecting) — the saving throw's context, threaded from the
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fear aura and from spell effects/schools (Bitter, Lonely, Breeze-Kissed,
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Fey-touched, Spell Vulnerability, Born Damned, Pingre, Half-Forgotten
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Secrets).
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- Unsupported (mounted, adjacent_ally_stealth_synergy, weapon_finesse,
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alcohol) and unknown names always evaluate to False.
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"""
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from __future__ import annotations
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from pathlib import Path
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from typing import Literal
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import pytest
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from pf1e_simulator.abilities import (
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AXE_TO_GRIND,
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BITTER,
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BORN_DAMNED,
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BREEZE_KISSED,
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FEY_TOUCHED,
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FORTIFIED_DRINKER,
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HALF_FORGOTTEN_SECRETS,
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LONELY,
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MOUNTED_COMBAT,
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PINGRE,
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POINT_BLANK_SHOT,
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SPELL_VULNERABILITY_DIVINATION,
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AbilitySpec,
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)
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from pf1e_simulator.combat import CombatantState, CombatEngine, SaveResult
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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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from pf1e_simulator.spells import load_spell_registry, spell_save_descriptors
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_SPELLS_DIR = Path(__file__).resolve().parent.parent / "data" / "spells"
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def make_combatant(
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cid: str,
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*,
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hp: int = 20,
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ac_total: int = 18,
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attack_bonus: int = 5,
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damage: str = "1d6",
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kind: Literal["melee", "ranged", "touch"] = "melee",
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weapon_name: str = "test weapon",
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range_increment_ft: int | None = None,
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features: tuple[AbilitySpec, ...] = (),
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will: int = 0,
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fort: int = 0,
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ref: 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=weapon_name,
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kind=kind,
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice(damage), types=["slashing"])],
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range_increment_ft=range_increment_ft,
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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,
|
||||
size="Medium",
|
||||
abilities=AbilityScores(
|
||||
str_score=12,
|
||||
dex_score=12,
|
||||
con_score=12,
|
||||
int_score=10,
|
||||
wis_score=10,
|
||||
cha_score=10,
|
||||
),
|
||||
hp_max=hp,
|
||||
ac=ACProfile(total=ac_total, touch=max(12, ac_total - 6), flat_footed=ac_total - 2),
|
||||
bab=attack_bonus,
|
||||
initiative_mod=2,
|
||||
speed_land_ft=30,
|
||||
saves=Saves(fort=fort, ref=ref, will=will),
|
||||
attacks=[attack],
|
||||
features=list(features),
|
||||
)
|
||||
|
||||
|
||||
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
|
||||
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
|
||||
|
||||
|
||||
def make_grid(width: int = 8) -> Grid:
|
||||
legend = {".": TerrainType(type="floor", move_cost=1)}
|
||||
spec = MapSpec(name="test", terrain=tuple(["." * width] * 8), legend=legend)
|
||||
return Grid.from_spec(spec)
|
||||
|
||||
|
||||
def make_engine(
|
||||
queue: list[int], states: list[CombatantState], *, width: int = 8
|
||||
) -> CombatEngine:
|
||||
return CombatEngine(ScriptedRng(queue), make_grid(width), states)
|
||||
|
||||
|
||||
def _resolve_save(
|
||||
feat: AbilitySpec,
|
||||
save_type: Literal["fort", "ref", "will"],
|
||||
dc: int,
|
||||
*,
|
||||
roll: int = 18,
|
||||
save_descriptors: frozenset[str] = frozenset(),
|
||||
) -> SaveResult:
|
||||
hero = make_combatant("hero", features=(feat,), will=0, fort=0, ref=0)
|
||||
h = make_state(hero, "players", (0, 0))
|
||||
engine = make_engine([roll], [h])
|
||||
return engine.resolve_save(h, save_type, dc, save_descriptors=save_descriptors)
|
||||
|
||||
|
||||
# ── Weapon/range conditions ───────────────────────────────────────────────────
|
||||
|
||||
|
||||
def test_point_blank_shot_applies_within_30_ft() -> None:
|
||||
"""PBS: ranged attack at 5 ft gains +1 attack and +1 damage."""
|
||||
archer = make_combatant(
|
||||
"archer",
|
||||
kind="ranged",
|
||||
range_increment_ft=60,
|
||||
features=(POINT_BLANK_SHOT,),
|
||||
)
|
||||
victim = make_combatant("victim", hp=20)
|
||||
a = make_state(archer, "players", (1, 1))
|
||||
t = make_state(victim, "monsters", (1, 2)) # 5 ft
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, archer.attacks[0])
|
||||
# 12 + 5 + 1 (PBS) = 18 >= AC 18; damage 3 + 1 (PBS) = 4
|
||||
assert result.total == 18
|
||||
assert result.hit is True
|
||||
assert t.hp == 16
|
||||
|
||||
|
||||
def test_point_blank_shot_inactive_beyond_30_ft() -> None:
|
||||
"""PBS: the +1/+1 does not apply at 35 ft even though the weapon is in range."""
|
||||
archer = make_combatant(
|
||||
"archer",
|
||||
kind="ranged",
|
||||
range_increment_ft=60,
|
||||
features=(POINT_BLANK_SHOT,),
|
||||
)
|
||||
victim = make_combatant("victim", ac_total=16, hp=20)
|
||||
a = make_state(archer, "players", (0, 0))
|
||||
t = make_state(victim, "monsters", (0, 7)) # 35 ft
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, archer.attacks[0])
|
||||
# 12 + 5 = 17 >= AC 16; damage 3 (no PBS)
|
||||
assert result.total == 17
|
||||
assert result.hit is True
|
||||
assert t.hp == 17
|
||||
|
||||
|
||||
def test_point_blank_shot_inactive_for_melee_weapons() -> None:
|
||||
"""PBS is ranged-only: a melee attack at 5 ft gets no bonus."""
|
||||
hero = make_combatant("hero", features=(POINT_BLANK_SHOT,))
|
||||
foe = make_combatant("foe", ac_total=16)
|
||||
a = make_state(hero, "players", (1, 1))
|
||||
t = make_state(foe, "monsters", (1, 2)) # 5 ft, melee
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, hero.attacks[0])
|
||||
assert result.total == 17 # no +1
|
||||
assert t.hp == 17 # damage 3, no +1
|
||||
|
||||
|
||||
def test_axe_to_grind_applies_to_axe_weapon() -> None:
|
||||
"""Axe to Grind: +1 damage with a weapon whose name contains 'axe'."""
|
||||
hero = make_combatant("hero", weapon_name="Battleaxe", features=(AXE_TO_GRIND,))
|
||||
foe = make_combatant("foe", ac_total=16, hp=20)
|
||||
a = make_state(hero, "players", (1, 1))
|
||||
t = make_state(foe, "monsters", (1, 2))
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, hero.attacks[0])
|
||||
assert result.hit is True
|
||||
assert t.hp == 16 # 3 + 1 (axe)
|
||||
|
||||
|
||||
def test_axe_to_grind_inactive_without_axe() -> None:
|
||||
"""Axe to Grind: no bonus when the weapon is not an axe."""
|
||||
hero = make_combatant("hero", weapon_name="Shortsword", features=(AXE_TO_GRIND,))
|
||||
foe = make_combatant("foe", ac_total=16, hp=20)
|
||||
a = make_state(hero, "players", (1, 1))
|
||||
t = make_state(foe, "monsters", (1, 2))
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, hero.attacks[0])
|
||||
assert result.hit is True
|
||||
assert t.hp == 17 # 3, no bonus
|
||||
|
||||
|
||||
# ── Save descriptor conditions ────────────────────────────────────────────────
|
||||
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
("feat", "save_type", "dc", "descriptors"),
|
||||
[
|
||||
(BITTER, "will", 19, frozenset({"fear"})),
|
||||
(LONELY, "will", 19, frozenset({"fear"})),
|
||||
(BREEZE_KISSED, "fort", 20, frozenset({"cold"})),
|
||||
(BREEZE_KISSED, "ref", 20, frozenset({"electricity"})),
|
||||
(FEY_TOUCHED, "will", 19, frozenset({"fey"})),
|
||||
(HALF_FORGOTTEN_SECRETS, "fort", 20, frozenset({"disease"})),
|
||||
(HALF_FORGOTTEN_SECRETS, "will", 20, frozenset({"mind_affecting"})),
|
||||
(BORN_DAMNED, "fort", 20, frozenset({"poison"})),
|
||||
(PINGRE, "fort", 19, frozenset({"poison"})),
|
||||
],
|
||||
)
|
||||
def test_conditioned_save_bonus_applies_when_descriptor_present(
|
||||
feat: AbilitySpec,
|
||||
save_type: Literal["fort", "ref", "will"],
|
||||
dc: int,
|
||||
descriptors: frozenset[str],
|
||||
) -> None:
|
||||
"""A save carrying the matching descriptor activates the conditional bonus."""
|
||||
result = _resolve_save(feat, save_type, dc, save_descriptors=descriptors, roll=18)
|
||||
assert result.total == dc # 18 + bonus reaches exactly dc
|
||||
assert result.success is True
|
||||
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
("feat", "save_type", "dc", "descriptors"),
|
||||
[
|
||||
(BITTER, "will", 19, frozenset({"cold"})),
|
||||
(BREEZE_KISSED, "fort", 19, frozenset({"fear"})),
|
||||
(HALF_FORGOTTEN_SECRETS, "will", 19, frozenset({"fear"})),
|
||||
(BORN_DAMNED, "fort", 19, frozenset({"cold"})),
|
||||
(PINGRE, "fort", 19, frozenset({"cold"})),
|
||||
],
|
||||
)
|
||||
def test_conditioned_save_bonus_excluded_without_matching_descriptor(
|
||||
feat: AbilitySpec,
|
||||
save_type: Literal["fort", "ref", "will"],
|
||||
dc: int,
|
||||
descriptors: frozenset[str],
|
||||
) -> None:
|
||||
"""A save with an unrelated descriptor keeps the conditional bonus excluded."""
|
||||
result = _resolve_save(feat, save_type, dc, save_descriptors=descriptors, roll=18)
|
||||
assert result.total == 18 # no bonus
|
||||
assert result.success is False
|
||||
|
||||
|
||||
def test_spell_vulnerability_divination_penalty() -> None:
|
||||
"""Spell Vulnerability: -2 Will/Ref penalty applies on divination saves only."""
|
||||
penalized = _resolve_save(
|
||||
SPELL_VULNERABILITY_DIVINATION, "will", 17,
|
||||
save_descriptors=frozenset({"divination"}), roll=18,
|
||||
)
|
||||
assert penalized.total == 16 # 18 - 2
|
||||
assert penalized.success is False
|
||||
unaffected = _resolve_save(
|
||||
SPELL_VULNERABILITY_DIVINATION, "ref", 17,
|
||||
save_descriptors=frozenset({"fear"}), roll=18,
|
||||
)
|
||||
assert unaffected.total == 18
|
||||
assert unaffected.success is True
|
||||
|
||||
|
||||
# ── Unsupported / unknown conditions stay excluded ────────────────────────────
|
||||
|
||||
|
||||
def test_mounted_condition_unsupported_stays_excluded() -> None:
|
||||
"""Mounted Combat: 'mounted' is not evaluable (no mount model) -> excluded."""
|
||||
hero = make_combatant("hero", attack_bonus=5, features=(MOUNTED_COMBAT,))
|
||||
foe = make_combatant("foe", ac_total=16)
|
||||
a = make_state(hero, "players", (1, 1))
|
||||
t = make_state(foe, "monsters", (1, 2))
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, hero.attacks[0])
|
||||
assert result.total == 17 # no +1 mounted bonus
|
||||
assert t.hp == 17 # damage 3, no +1
|
||||
|
||||
|
||||
def test_alcohol_condition_unsupported_stays_excluded() -> None:
|
||||
"""Fortified Drinker: 'alcohol' context never exists -> excluded."""
|
||||
result = _resolve_save(
|
||||
FORTIFIED_DRINKER, "fort", 19, save_descriptors=frozenset({"poison"}), roll=18,
|
||||
)
|
||||
assert result.total == 18 # no +2 alcohol bonus
|
||||
assert result.success is False
|
||||
|
||||
|
||||
def test_unknown_condition_stays_excluded() -> None:
|
||||
"""A condition name with no evaluation rule is excluded (security)."""
|
||||
hero = make_combatant("hero", attack_bonus=5)
|
||||
foe = make_combatant("foe", ac_total=16)
|
||||
a = make_state(hero, "players", (1, 1))
|
||||
t = make_state(foe, "monsters", (1, 2))
|
||||
a.effects.append(StatModifier(target="attack", value=5, condition="bogus_condition"))
|
||||
engine = make_engine([12, 3], [a, t])
|
||||
result = engine.resolve_attack(a, t, hero.attacks[0])
|
||||
assert result.total == 17 # the +5 modifier is excluded
|
||||
assert result.hit is True
|
||||
|
||||
|
||||
# ── End-to-end: fear aura threading ───────────────────────────────────────────
|
||||
|
||||
|
||||
def _make_fear_aura_lich() -> Combatant:
|
||||
return make_combatant(
|
||||
"lich",
|
||||
hp=100,
|
||||
attack_bonus=10,
|
||||
features=(AbilitySpec(name="Fear Aura", category="class"),),
|
||||
)
|
||||
|
||||
|
||||
def test_fear_aura_save_carries_fear_descriptor() -> None:
|
||||
"""The lich's fear aura save carries 'fear': Lonely's +1 flips the save."""
|
||||
lich = _make_fear_aura_lich()
|
||||
foe = make_combatant("foe", will=0, features=(LONELY,))
|
||||
lich_state = make_state(lich, "monsters", (1, 1))
|
||||
foe_state = make_state(foe, "players", (1, 2)) # 5 ft, inside aura range
|
||||
engine = make_engine([21], [lich_state, foe_state]) # 21 + 0 + 1 = 22 >= DC 22
|
||||
engine._apply_fear_aura(lich_state)
|
||||
assert not any(ac.condition.name == "shaken" for ac in foe_state.active_conditions)
|
||||
|
||||
|
||||
def test_fear_aura_without_fear_bonus_fails_save() -> None:
|
||||
"""Without the +1, the same d20 fails the aura save and applies shaken."""
|
||||
lich = _make_fear_aura_lich()
|
||||
foe = make_combatant("foe", will=0)
|
||||
lich_state = make_state(lich, "monsters", (1, 1))
|
||||
foe_state = make_state(foe, "players", (1, 2))
|
||||
engine = make_engine([21], [lich_state, foe_state]) # 21 < DC 22
|
||||
engine._apply_fear_aura(lich_state)
|
||||
assert any(ac.condition.name == "shaken" for ac in foe_state.active_conditions)
|
||||
|
||||
|
||||
# ── End-to-end: spell save descriptor threading ───────────────────────────────
|
||||
|
||||
|
||||
def _make_caster(cid: str = "caster") -> Combatant:
|
||||
attack = AttackSpec(
|
||||
id=f"{cid}-w",
|
||||
name="dagger",
|
||||
kind="melee",
|
||||
attack_bonus=2,
|
||||
damage=[DamageComponent(formula=parse_dice("1d4"), types=["piercing"])],
|
||||
)
|
||||
return Combatant(
|
||||
id=cid,
|
||||
name=cid,
|
||||
level=5,
|
||||
size="Medium",
|
||||
abilities=AbilityScores(
|
||||
str_score=10, dex_score=14, con_score=12,
|
||||
int_score=18, wis_score=12, cha_score=10,
|
||||
),
|
||||
hp_max=20,
|
||||
ac=ACProfile(total=12, touch=12, flat_footed=10),
|
||||
bab=2,
|
||||
initiative_mod=2,
|
||||
speed_land_ft=30,
|
||||
saves=Saves(fort=3, ref=4, will=4),
|
||||
attacks=[attack],
|
||||
casting_ability="int",
|
||||
)
|
||||
|
||||
|
||||
def _make_target(
|
||||
cid: str = "target", *, features: tuple[AbilitySpec, ...] = ()
|
||||
) -> Combatant:
|
||||
attack = AttackSpec(
|
||||
id=f"{cid}-w",
|
||||
name="club",
|
||||
kind="melee",
|
||||
attack_bonus=3,
|
||||
damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
|
||||
)
|
||||
return Combatant(
|
||||
id=cid,
|
||||
name=cid,
|
||||
level=1,
|
||||
size="Medium",
|
||||
abilities=AbilityScores(
|
||||
str_score=10, dex_score=10, con_score=10,
|
||||
int_score=10, wis_score=10, cha_score=10,
|
||||
),
|
||||
hp_max=30,
|
||||
ac=ACProfile(total=10, touch=10, flat_footed=10),
|
||||
bab=1,
|
||||
initiative_mod=0,
|
||||
speed_land_ft=30,
|
||||
saves=Saves(fort=2, ref=2, will=2),
|
||||
attacks=[attack],
|
||||
features=list(features),
|
||||
)
|
||||
|
||||
|
||||
def _make_spell_engine(
|
||||
caster: Combatant, target: Combatant, queue: list[int]
|
||||
) -> tuple[CombatEngine, CombatantState, CombatantState]:
|
||||
c = CombatantState(combatant=caster, side="players", pos=(0, 0), hp=caster.hp_max)
|
||||
t = CombatantState(combatant=target, side="monsters", pos=(3, 0), hp=target.hp_max)
|
||||
legend = {".": TerrainType(type="floor", move_cost=1)}
|
||||
spec = MapSpec(name="test", terrain=tuple(["." * 12] * 12), legend=legend)
|
||||
grid = Grid.from_spec(spec)
|
||||
reg = load_spell_registry(_SPELLS_DIR)
|
||||
engine = CombatEngine(ScriptedRng(queue), grid, [c, t], spell_registry=reg)
|
||||
return engine, c, t
|
||||
|
||||
|
||||
def test_hold_person_save_carries_mind_affecting_descriptor() -> None:
|
||||
"""Hold Person (enchantment) save carries 'mind_affecting': trait +2 flips it.
|
||||
|
||||
Caster level 5, INT 18 -> DC = 10 + 3 (level) + 4 (mod) = 17. A d20 of 13
|
||||
vs will 2 is 15 (< 17, fails) without the trait and 17 with it (saves).
|
||||
"""
|
||||
caster = _make_caster()
|
||||
target = _make_target(features=(HALF_FORGOTTEN_SECRETS,))
|
||||
engine, c, t = _make_spell_engine(caster, target, [13])
|
||||
engine._cast_spell(c, t, "Hold Person")
|
||||
assert not any(ac.condition.name == "paralyzed" for ac in t.active_conditions)
|
||||
|
||||
|
||||
def test_hold_person_without_bonus_fails_save() -> None:
|
||||
"""Without the trait the same d20 fails the Hold Person save."""
|
||||
caster = _make_caster()
|
||||
target = _make_target()
|
||||
engine, c, t = _make_spell_engine(caster, target, [13])
|
||||
engine._cast_spell(c, t, "Hold Person")
|
||||
assert any(ac.condition.name == "paralyzed" for ac in t.active_conditions)
|
||||
|
||||
|
||||
# ── Spell save descriptor derivation ──────────────────────────────────────────
|
||||
|
||||
|
||||
@pytest.mark.parametrize(
|
||||
("spell_name", "expected"),
|
||||
[
|
||||
("Lightning Bolt", frozenset({"electricity"})),
|
||||
("Fear", frozenset({"fear"})),
|
||||
("Fireball", frozenset({"fire"})),
|
||||
("Hold Person", frozenset({"mind_affecting"})),
|
||||
("Bull's Strength", frozenset()),
|
||||
],
|
||||
)
|
||||
def test_spell_save_descriptors_derivation(spell_name: str, expected: frozenset[str]) -> None:
|
||||
"""Damage types, fear conditions and school tags map to save descriptors."""
|
||||
reg = load_spell_registry(_SPELLS_DIR)
|
||||
assert spell_save_descriptors(reg[spell_name]) == expected
|
||||
Reference in New Issue
Block a user