fix(combat): evaluate conditional stat modifiers with action context
This commit is contained in:
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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,
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size="Medium",
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abilities=AbilityScores(
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str_score=12,
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dex_score=12,
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con_score=12,
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int_score=10,
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wis_score=10,
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cha_score=10,
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),
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hp_max=hp,
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ac=ACProfile(total=ac_total, touch=max(12, ac_total - 6), flat_footed=ac_total - 2),
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bab=attack_bonus,
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initiative_mod=2,
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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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features=list(features),
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)
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def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
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return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
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def make_grid(width: int = 8) -> Grid:
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * width] * 8), legend=legend)
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return Grid.from_spec(spec)
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def make_engine(
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queue: list[int], states: list[CombatantState], *, width: int = 8
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) -> CombatEngine:
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return CombatEngine(ScriptedRng(queue), make_grid(width), states)
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def _resolve_save(
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feat: AbilitySpec,
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save_type: Literal["fort", "ref", "will"],
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dc: int,
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*,
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roll: int = 18,
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save_descriptors: frozenset[str] = frozenset(),
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) -> SaveResult:
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hero = make_combatant("hero", features=(feat,), will=0, fort=0, ref=0)
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h = make_state(hero, "players", (0, 0))
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engine = make_engine([roll], [h])
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return engine.resolve_save(h, save_type, dc, save_descriptors=save_descriptors)
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# ── Weapon/range conditions ───────────────────────────────────────────────────
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def test_point_blank_shot_applies_within_30_ft() -> None:
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"""PBS: ranged attack at 5 ft gains +1 attack and +1 damage."""
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archer = make_combatant(
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"archer",
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kind="ranged",
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range_increment_ft=60,
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features=(POINT_BLANK_SHOT,),
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)
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victim = make_combatant("victim", hp=20)
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a = make_state(archer, "players", (1, 1))
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t = make_state(victim, "monsters", (1, 2)) # 5 ft
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, archer.attacks[0])
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# 12 + 5 + 1 (PBS) = 18 >= AC 18; damage 3 + 1 (PBS) = 4
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assert result.total == 18
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assert result.hit is True
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assert t.hp == 16
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def test_point_blank_shot_inactive_beyond_30_ft() -> None:
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"""PBS: the +1/+1 does not apply at 35 ft even though the weapon is in range."""
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archer = make_combatant(
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"archer",
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kind="ranged",
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range_increment_ft=60,
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features=(POINT_BLANK_SHOT,),
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)
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victim = make_combatant("victim", ac_total=16, hp=20)
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a = make_state(archer, "players", (0, 0))
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t = make_state(victim, "monsters", (0, 7)) # 35 ft
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, archer.attacks[0])
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# 12 + 5 = 17 >= AC 16; damage 3 (no PBS)
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assert result.total == 17
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assert result.hit is True
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assert t.hp == 17
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def test_point_blank_shot_inactive_for_melee_weapons() -> None:
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"""PBS is ranged-only: a melee attack at 5 ft gets no bonus."""
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hero = make_combatant("hero", features=(POINT_BLANK_SHOT,))
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foe = make_combatant("foe", ac_total=16)
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a = make_state(hero, "players", (1, 1))
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t = make_state(foe, "monsters", (1, 2)) # 5 ft, melee
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, hero.attacks[0])
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assert result.total == 17 # no +1
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assert t.hp == 17 # damage 3, no +1
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def test_axe_to_grind_applies_to_axe_weapon() -> None:
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"""Axe to Grind: +1 damage with a weapon whose name contains 'axe'."""
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hero = make_combatant("hero", weapon_name="Battleaxe", features=(AXE_TO_GRIND,))
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foe = make_combatant("foe", ac_total=16, hp=20)
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a = make_state(hero, "players", (1, 1))
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t = make_state(foe, "monsters", (1, 2))
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, hero.attacks[0])
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assert result.hit is True
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assert t.hp == 16 # 3 + 1 (axe)
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def test_axe_to_grind_inactive_without_axe() -> None:
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"""Axe to Grind: no bonus when the weapon is not an axe."""
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hero = make_combatant("hero", weapon_name="Shortsword", features=(AXE_TO_GRIND,))
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foe = make_combatant("foe", ac_total=16, hp=20)
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a = make_state(hero, "players", (1, 1))
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t = make_state(foe, "monsters", (1, 2))
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, hero.attacks[0])
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assert result.hit is True
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assert t.hp == 17 # 3, no bonus
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# ── Save descriptor conditions ────────────────────────────────────────────────
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@pytest.mark.parametrize(
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("feat", "save_type", "dc", "descriptors"),
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[
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(BITTER, "will", 19, frozenset({"fear"})),
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(LONELY, "will", 19, frozenset({"fear"})),
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(BREEZE_KISSED, "fort", 20, frozenset({"cold"})),
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(BREEZE_KISSED, "ref", 20, frozenset({"electricity"})),
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(FEY_TOUCHED, "will", 19, frozenset({"fey"})),
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(HALF_FORGOTTEN_SECRETS, "fort", 20, frozenset({"disease"})),
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(HALF_FORGOTTEN_SECRETS, "will", 20, frozenset({"mind_affecting"})),
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(BORN_DAMNED, "fort", 20, frozenset({"poison"})),
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(PINGRE, "fort", 19, frozenset({"poison"})),
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],
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)
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def test_conditioned_save_bonus_applies_when_descriptor_present(
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feat: AbilitySpec,
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save_type: Literal["fort", "ref", "will"],
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dc: int,
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descriptors: frozenset[str],
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) -> None:
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"""A save carrying the matching descriptor activates the conditional bonus."""
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result = _resolve_save(feat, save_type, dc, save_descriptors=descriptors, roll=18)
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assert result.total == dc # 18 + bonus reaches exactly dc
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assert result.success is True
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@pytest.mark.parametrize(
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("feat", "save_type", "dc", "descriptors"),
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[
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(BITTER, "will", 19, frozenset({"cold"})),
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(BREEZE_KISSED, "fort", 19, frozenset({"fear"})),
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(HALF_FORGOTTEN_SECRETS, "will", 19, frozenset({"fear"})),
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(BORN_DAMNED, "fort", 19, frozenset({"cold"})),
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(PINGRE, "fort", 19, frozenset({"cold"})),
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],
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)
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def test_conditioned_save_bonus_excluded_without_matching_descriptor(
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feat: AbilitySpec,
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save_type: Literal["fort", "ref", "will"],
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dc: int,
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descriptors: frozenset[str],
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) -> None:
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"""A save with an unrelated descriptor keeps the conditional bonus excluded."""
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result = _resolve_save(feat, save_type, dc, save_descriptors=descriptors, roll=18)
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assert result.total == 18 # no bonus
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assert result.success is False
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def test_spell_vulnerability_divination_penalty() -> None:
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"""Spell Vulnerability: -2 Will/Ref penalty applies on divination saves only."""
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penalized = _resolve_save(
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SPELL_VULNERABILITY_DIVINATION, "will", 17,
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save_descriptors=frozenset({"divination"}), roll=18,
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)
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assert penalized.total == 16 # 18 - 2
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assert penalized.success is False
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unaffected = _resolve_save(
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SPELL_VULNERABILITY_DIVINATION, "ref", 17,
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save_descriptors=frozenset({"fear"}), roll=18,
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)
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assert unaffected.total == 18
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assert unaffected.success is True
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# ── Unsupported / unknown conditions stay excluded ────────────────────────────
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def test_mounted_condition_unsupported_stays_excluded() -> None:
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"""Mounted Combat: 'mounted' is not evaluable (no mount model) -> excluded."""
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hero = make_combatant("hero", attack_bonus=5, features=(MOUNTED_COMBAT,))
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foe = make_combatant("foe", ac_total=16)
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a = make_state(hero, "players", (1, 1))
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t = make_state(foe, "monsters", (1, 2))
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, hero.attacks[0])
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assert result.total == 17 # no +1 mounted bonus
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assert t.hp == 17 # damage 3, no +1
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def test_alcohol_condition_unsupported_stays_excluded() -> None:
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"""Fortified Drinker: 'alcohol' context never exists -> excluded."""
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result = _resolve_save(
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FORTIFIED_DRINKER, "fort", 19, save_descriptors=frozenset({"poison"}), roll=18,
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)
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assert result.total == 18 # no +2 alcohol bonus
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assert result.success is False
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def test_unknown_condition_stays_excluded() -> None:
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"""A condition name with no evaluation rule is excluded (security)."""
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hero = make_combatant("hero", attack_bonus=5)
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foe = make_combatant("foe", ac_total=16)
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a = make_state(hero, "players", (1, 1))
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t = make_state(foe, "monsters", (1, 2))
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a.effects.append(StatModifier(target="attack", value=5, condition="bogus_condition"))
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engine = make_engine([12, 3], [a, t])
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result = engine.resolve_attack(a, t, hero.attacks[0])
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assert result.total == 17 # the +5 modifier is excluded
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assert result.hit is True
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# ── End-to-end: fear aura threading ───────────────────────────────────────────
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def _make_fear_aura_lich() -> Combatant:
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return make_combatant(
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"lich",
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hp=100,
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attack_bonus=10,
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features=(AbilitySpec(name="Fear Aura", category="class"),),
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)
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def test_fear_aura_save_carries_fear_descriptor() -> None:
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"""The lich's fear aura save carries 'fear': Lonely's +1 flips the save."""
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lich = _make_fear_aura_lich()
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foe = make_combatant("foe", will=0, features=(LONELY,))
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lich_state = make_state(lich, "monsters", (1, 1))
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foe_state = make_state(foe, "players", (1, 2)) # 5 ft, inside aura range
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engine = make_engine([21], [lich_state, foe_state]) # 21 + 0 + 1 = 22 >= DC 22
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engine._apply_fear_aura(lich_state)
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assert not any(ac.condition.name == "shaken" for ac in foe_state.active_conditions)
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def test_fear_aura_without_fear_bonus_fails_save() -> None:
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"""Without the +1, the same d20 fails the aura save and applies shaken."""
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lich = _make_fear_aura_lich()
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foe = make_combatant("foe", will=0)
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lich_state = make_state(lich, "monsters", (1, 1))
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foe_state = make_state(foe, "players", (1, 2))
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engine = make_engine([21], [lich_state, foe_state]) # 21 < DC 22
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engine._apply_fear_aura(lich_state)
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assert any(ac.condition.name == "shaken" for ac in foe_state.active_conditions)
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# ── End-to-end: spell save descriptor threading ───────────────────────────────
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def _make_caster(cid: str = "caster") -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="dagger",
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kind="melee",
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attack_bonus=2,
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damage=[DamageComponent(formula=parse_dice("1d4"), types=["piercing"])],
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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=5,
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size="Medium",
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abilities=AbilityScores(
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str_score=10, dex_score=14, con_score=12,
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int_score=18, wis_score=12, cha_score=10,
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),
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hp_max=20,
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ac=ACProfile(total=12, touch=12, flat_footed=10),
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bab=2,
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initiative_mod=2,
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speed_land_ft=30,
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saves=Saves(fort=3, ref=4, will=4),
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attacks=[attack],
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casting_ability="int",
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)
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def _make_target(
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cid: str = "target", *, features: tuple[AbilitySpec, ...] = ()
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="club",
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kind="melee",
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attack_bonus=3,
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damage=[DamageComponent(formula=parse_dice("1d6"), 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=30,
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ac=ACProfile(total=10, touch=10, flat_footed=10),
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bab=1,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=2, ref=2, will=2),
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attacks=[attack],
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features=list(features),
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)
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def _make_spell_engine(
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caster: Combatant, target: Combatant, queue: list[int]
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) -> tuple[CombatEngine, CombatantState, CombatantState]:
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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