feat(combat): enforce spell resistance checks and energy resistances
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"""Spell resistance and energy resistance/immunity (Package P1)."""
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from __future__ import annotations
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from pf1e_simulator.combat import CombatEngine
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from pf1e_simulator.dice import parse_dice
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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 AreaEffect, DamageEffect, SpellSpec
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from tests.test_observation_enriched import _snapshot, make_grid, make_state
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def _make_combatant(
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id_: str,
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*,
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hp_max: int = 100,
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attacks: tuple[AttackSpec, ...] = (),
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spell_resistance: int = 0,
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resistances: dict[str, int] | None = None,
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immunities: tuple[str, ...] = (),
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) -> Combatant:
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return Combatant(
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id=id_,
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name=id_,
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level=1,
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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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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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hp_max=hp_max,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=list(attacks),
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spell_resistance=spell_resistance,
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resistances=resistances or {},
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immunities=immunities,
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)
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def _engine(
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combatants: list[Combatant],
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positions: list[tuple[int, int]],
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sides: list[str],
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rng: list[int],
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spell_registry: dict[str, SpellSpec] | None = None,
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) -> CombatEngine:
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states = [
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make_state(c, side, pos)
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for c, side, pos in zip(combatants, sides, positions, strict=True)
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]
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return CombatEngine(
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ScriptedRng(rng), make_grid(), states,
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spell_registry=spell_registry,
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)
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_MAGIC_MISSILE = SpellSpec(
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name="Magic Missile",
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level=1,
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school="evocation",
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range="medium",
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save="none",
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base_dc=10,
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effects=(
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DamageEffect(
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formula=parse_dice("1d4+1"),
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types=("force",),
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),
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),
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)
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_FIREBALL = SpellSpec(
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name="Fireball",
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level=3,
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school="evocation",
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range="long",
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save="ref",
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base_dc=10,
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effects=(
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AreaEffect(
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radius_ft=20,
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effects=(
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DamageEffect(
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formula=parse_dice("8d6"),
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types=("fire",),
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half_on_save=True,
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),
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),
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save_for_half=True,
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),
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),
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)
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def test_sr_blocks_all_effects() -> None:
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caster = _make_combatant("caster", spell_resistance=0)
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target = _make_combatant("target", spell_resistance=15)
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eng = _engine(
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[caster, target], [(0, 0), (0, 2)], ["players", "monsters"],
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[8],
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spell_registry={"Magic Missile": _MAGIC_MISSILE},
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)
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cs = eng._states[0]
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ts = eng._states[1]
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eng._cast_spell(cs, ts, "Magic Missile")
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assert ts.hp == 100
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def test_sr_passes_when_cl_suffices() -> None:
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caster = _make_combatant("caster", spell_resistance=0)
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target = _make_combatant("target", spell_resistance=10)
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eng = _engine(
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[caster, target], [(0, 0), (0, 2)], ["players", "monsters"],
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[10, 3],
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spell_registry={"Magic Missile": _MAGIC_MISSILE},
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)
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cs = eng._states[0]
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ts = eng._states[1]
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eng._cast_spell(cs, ts, "Magic Missile")
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assert ts.hp < 100
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def test_per_target_sr_in_area_spell() -> None:
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caster = _make_combatant("caster", spell_resistance=0)
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t1 = _make_combatant("t1", spell_resistance=15)
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t2 = _make_combatant("t2", spell_resistance=0)
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eng = _engine(
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[caster, t1, t2],
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[(0, 0), (0, 3), (0, 5)],
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["players", "monsters", "monsters"],
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[20, 3, 4, 4, 4, 4, 4, 4, 4, 4],
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spell_registry={"Fireball": _FIREBALL},
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)
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cs = eng._states[0]
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ts1 = eng._states[1]
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ts2 = eng._states[2]
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eng._cast_spell(cs, ts2, "Fireball")
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assert ts1.hp == 100
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assert ts2.hp < 100
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def test_no_sr_check_when_sr_zero() -> None:
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caster = _make_combatant("caster", spell_resistance=0)
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target = _make_combatant("target", spell_resistance=0)
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eng = _engine(
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[caster, target], [(0, 0), (0, 2)], ["players", "monsters"],
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[3],
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spell_registry={"Magic Missile": _MAGIC_MISSILE},
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)
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cs = eng._states[0]
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ts = eng._states[1]
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eng._cast_spell(cs, ts, "Magic Missile")
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assert ts.hp == 96
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assert not any("spell resistance" in line for line in eng._transcript)
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def test_fire_resistance_reduces_spell_damage() -> None:
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caster = _make_combatant("caster", spell_resistance=0)
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target = _make_combatant(
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"target",
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spell_resistance=0,
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resistances={"fire": 5},
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)
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eng = _engine(
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[caster, target], [(0, 0), (0, 5)], ["players", "monsters"],
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[1, 3, 3, 3, 3, 3, 3, 3, 3],
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spell_registry={"Fireball": _FIREBALL},
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)
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cs = eng._states[0]
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ts = eng._states[1]
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eng._cast_spell(cs, ts, "Fireball")
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assert ts.hp < 100
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def test_fire_immunity_negates_damage() -> None:
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caster = _make_combatant("caster", spell_resistance=0)
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target = _make_combatant(
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"target",
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spell_resistance=0,
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immunities=("fire",),
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)
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eng = _engine(
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[caster, target], [(0, 0), (0, 5)], ["players", "monsters"],
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[1, 3, 3, 3, 3, 3, 3, 3, 3],
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spell_registry={"Fireball": _FIREBALL},
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)
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cs = eng._states[0]
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ts = eng._states[1]
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eng._cast_spell(cs, ts, "Fireball")
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assert ts.hp == 100
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def test_weapon_fire_damage_reduced_by_resistance() -> None:
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fire_weapon = AttackSpec(
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id="flaming-sword",
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name="flaming sword",
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kind="melee",
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attack_bonus=20,
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damage=(
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DamageComponent(formula=parse_dice("1d8"), types=("slashing",)),
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DamageComponent(formula=parse_dice("1d6"), types=("fire",)),
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),
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damage_bonus=0,
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crit_range=20,
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crit_mult=2,
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)
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hero = _make_combatant("hero", attacks=(fire_weapon,))
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foe = _make_combatant(
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"foe",
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resistances={"fire": 10},
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)
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eng = _engine(
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[hero, foe], [(0, 0), (0, 1)], ["players", "monsters"],
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[15, 7, 6],
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)
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hs = eng._states[0]
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fs = eng._states[1]
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eng._single_attack(hs, fs, fire_weapon)
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assert fs.hp < 100
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def test_snapshot_exposes_new_keys() -> None:
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hero = _make_combatant(
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"hero",
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spell_resistance=15,
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resistances={"fire": 10, "cold": 5},
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immunities=("electricity",),
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)
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foe = _make_combatant("foe")
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eng = _engine(
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[hero, foe], [(0, 0), (0, 3)], ["players", "monsters"],
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[],
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)
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hs = eng._states[0]
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obs = _snapshot(eng, hs)
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c = obs["combatants"][0]
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assert c["spell_resistance"] == 15
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assert c["resistances"] == {"fire": 10, "cold": 5}
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assert c["immunities"] == ("electricity",)
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