feat(conditions): add condition system with 18 PF1e conditions
This commit is contained in:
@@ -339,9 +339,10 @@ Règles modélisées :
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Non modélisé (couches `elevation`/`markers` présentes mais non appliquées
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dans la résolution) :
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- Sorts et conditions (le système d'effets `effects.py`, les règles
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d'empilement des bonus et les jets de sauvegarde `resolve_save` sont en
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place — l'intégration des sorts et conditions au moteur est en cours).
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- Sorts (le système d'effets `effects.py`, les règles d'empilement des
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bonus, les jets de sauvegarde `resolve_save` et le système de conditions
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`conditions.py` sont en place — l'intégration des sorts au moteur est en
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cours).
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- Manœuvres de combat.
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- Effets mécaniques de hauteur/élévation.
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- Tailles Large+ (2×2), allonge > 5 ft
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@@ -370,6 +371,13 @@ dans la résolution) :
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sans type) s'additionnent ; types non-cumulables (morale, sacré, profane,
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enhancement…) gardent la valeur la plus élevée. Les pénalités suivent les
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mêmes règles. Fondation pour sorts, conditions, dons et capacités de classe.
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- `conditions.py` — conditions PF1e : `Condition` (dataclass avec
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modificateurs + flags comportementaux) et 18 conditions prédéfinies
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(shaken, sickened, fatigued, exhausted, entangled, dazzled, blinded,
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deafened, flat-footed, prone, stunned, paralyzed, nauseated, dazed,
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staggered, frightened, panicked, cowering). Les modificateurs sont intégrés
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à `resolve_attack` (attaque, dégâts, CA) et `resolve_save` (jets de
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sauvegarde) via `_stat_modifiers` qui collecte effets + conditions.
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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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@@ -385,7 +393,7 @@ dans la résolution) :
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La gate de validation complète (tests + lint + types) :
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```bash
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uv run pytest -q # 253 tests
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uv run pytest -q # 276 tests
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uv run ruff check src tests
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uv run basedpyright src # mode strict
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```
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@@ -84,6 +84,7 @@ from pf1e_simulator.effects import StatModifier, resolve_modifiers
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if TYPE_CHECKING:
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from typing import Literal
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from pf1e_simulator.conditions import Condition
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import Pos
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from pf1e_simulator.models import AttackSpec, Combatant, DamageReduction
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@@ -159,6 +160,7 @@ class CombatantState:
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pos: Pos
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hp: int
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effects: list[StatModifier] = field(default_factory=list)
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conditions: list[Condition] = field(default_factory=list)
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moved_this_turn: bool = False
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@property
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@@ -355,6 +357,13 @@ class CombatEngine:
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return _FLANK_BONUS
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return 0
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def _stat_modifiers(self, state: CombatantState, target: str) -> list[StatModifier]:
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"""Collect all StatModifiers for ``target`` from effects + conditions."""
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mods = [e for e in state.effects if e.target == target]
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for cond in state.conditions:
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mods.extend(m for m in cond.modifiers if m.target == target)
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return mods
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def resolve_attack(
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self,
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attacker: CombatantState,
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@@ -369,10 +378,10 @@ 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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total = roll + base_bonus + penalty + flank
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ac = target.combatant.ac.total + resolve_modifiers(
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e for e in target.effects if e.target == "ac"
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)
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atk_mods = self._stat_modifiers(attacker, "attack")
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attack_mod = resolve_modifiers(atk_mods)
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total = roll + base_bonus + penalty + flank + attack_mod
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ac = target.combatant.ac.total + resolve_modifiers(self._stat_modifiers(target, "ac"))
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occupied = frozenset(
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s.pos for s in self._states if s.active and s is not attacker and s is not target
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)
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@@ -390,9 +399,11 @@ class CombatEngine:
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if hit:
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if roll != _NATURAL_ONE and roll >= weapon.crit_range:
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confirm = self._rng.d20()
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confirm_total = confirm + base_bonus + penalty + flank
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confirm_total = confirm + base_bonus + penalty + flank + attack_mod
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crit = confirm != _NATURAL_ONE and confirm_total >= ac
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dmg_mods = self._stat_modifiers(attacker, "damage")
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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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if crit:
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damage *= weapon.crit_mult
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damage = self._apply_dr(damage, weapon, target)
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@@ -417,12 +428,13 @@ class CombatEngine:
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"""Roll a saving throw (fort/ref/will) against ``dc``.
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PF1e: natural 1 = automatic failure, natural 20 = automatic success.
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Effect modifiers (StatModifier with matching target) are applied via
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``resolve_modifiers`` — same bonus-type stacking rules as attacks.
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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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"""
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roll = self._rng.d20()
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base = getattr(state.combatant.saves, save_type)
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bonus = resolve_modifiers(e for e in state.effects if e.target == save_type)
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bonus = resolve_modifiers(self._stat_modifiers(state, save_type))
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total = roll + base + bonus
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success = roll != _NATURAL_ONE and (roll == _NATURAL_TWENTY or total >= dc)
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return SaveResult(success=success, roll=roll, total=total, dc=dc)
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@@ -0,0 +1,210 @@
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"""PF1e conditions: predefined stat modifiers and behavioral flags.
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Each condition maps to a set of StatModifier effects (applied via
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resolve_modifiers with PF1e stacking rules) and optional behavioral flags
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that the engine checks at relevant resolution points.
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Behavioral flags are declared here but only stat modifiers are integrated
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into resolve_attack/resolve_save in this step. Flag enforcement (cant_act,
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must_flee, etc.) will be added incrementally with spell/condition application.
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Sources: PRPG Core Rulebook, Conditions chapter.
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"""
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from __future__ import annotations
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from dataclasses import dataclass
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from pf1e_simulator.effects import StatModifier
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@dataclass(frozen=True)
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class Condition:
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"""A PF1e condition: stat modifiers + behavioral flags.
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``modifiers`` are collected alongside transient ``effects`` by
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``resolve_modifiers``. Behavioral flags are checked by the engine at
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relevant points (e.g. ``cant_act`` in ``_take_turn``).
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"""
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name: str
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modifiers: tuple[StatModifier, ...] = ()
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denies_dex_to_ac: bool = False
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cant_act: bool = False
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cant_move: bool = False
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cant_attack: bool = False
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cant_charge: bool = False
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cant_aoo: bool = False
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must_flee: bool = False
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speed_mult: float = 1.0
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# ── Fear conditions ──────────────────────────────────────────────────────────
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# Shaken: -2 attack rolls, saving throws, skill checks, ability checks (CRB)
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SHAKEN = Condition(
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name="shaken",
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modifiers=(
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StatModifier(target="attack", value=-2),
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StatModifier(target="fort", value=-2),
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StatModifier(target="ref", value=-2),
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StatModifier(target="will", value=-2),
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),
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)
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# Frightened: shaken penalties + must flee from source of fear (CRB)
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FRIGHTENED = Condition(
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name="frightened",
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modifiers=(
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StatModifier(target="attack", value=-2),
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StatModifier(target="fort", value=-2),
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StatModifier(target="ref", value=-2),
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StatModifier(target="will", value=-2),
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),
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must_flee=True,
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)
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# Panicked: drop items + flee at top speed + -2 saves (CRB)
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PANICKED = Condition(
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name="panicked",
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modifiers=(
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StatModifier(target="fort", value=-2),
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StatModifier(target="ref", value=-2),
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StatModifier(target="will", value=-2),
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),
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must_flee=True,
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)
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# Cowering: frozen in fear, can't act, -2 AC, loses Dex (CRB)
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COWERING = Condition(
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name="cowering",
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modifiers=(
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StatModifier(target="ac", value=-2),
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),
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denies_dex_to_ac=True,
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cant_act=True,
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)
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# ── Physical conditions ─────────────────────────────────────────────────────
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# Sickened: -2 attack, weapon damage, saving throws, skill/ability checks (CRB)
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SICKENED = Condition(
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name="sickened",
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modifiers=(
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StatModifier(target="attack", value=-2),
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StatModifier(target="damage", value=-2),
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StatModifier(target="fort", value=-2),
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StatModifier(target="ref", value=-2),
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StatModifier(target="will", value=-2),
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),
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)
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# Fatigued: -2 STR, -2 DEX; can't run or charge (CRB)
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# Approximation: -1 attack (STR/DEX), -1 damage (STR)
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FATIGUED = Condition(
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name="fatigued",
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modifiers=(
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StatModifier(target="attack", value=-1),
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StatModifier(target="damage", value=-1),
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),
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cant_charge=True,
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)
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# Exhausted: -6 STR, -6 DEX; half speed; can't run or charge (CRB)
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# Approximation: -3 attack, -3 damage
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EXHAUSTED = Condition(
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name="exhausted",
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modifiers=(
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StatModifier(target="attack", value=-3),
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StatModifier(target="damage", value=-3),
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),
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cant_charge=True,
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speed_mult=0.5,
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)
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# Entangled: -2 attack, -4 DEX; half speed; can't run or charge (CRB)
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# Approximation: -2 attack, -2 AC (from -4 DEX), -2 ref (from -4 DEX)
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ENTANGLED = Condition(
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name="entangled",
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modifiers=(
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StatModifier(target="attack", value=-2),
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StatModifier(target="ac", value=-2),
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StatModifier(target="ref", value=-2),
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),
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cant_charge=True,
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speed_mult=0.5,
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)
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# ── Sensory conditions ──────────────────────────────────────────────────────
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# Dazzled: -1 attack rolls (CRB)
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DAZZLED = Condition(
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name="dazzled",
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modifiers=(
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StatModifier(target="attack", value=-1),
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),
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)
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# Blinded: -2 AC, loses Dex, -4 STR/DEX skill checks (CRB)
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BLINDED = Condition(
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name="blinded",
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modifiers=(
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StatModifier(target="ac", value=-2),
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StatModifier(target="attack", value=-2),
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),
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denies_dex_to_ac=True,
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)
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# Deafened: -4 initiative, 20% spell failure (verbal) (CRB)
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DEAFENED = Condition(
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name="deafened",
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modifiers=(
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StatModifier(target="initiative", value=-4),
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),
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)
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# ── Positional conditions ────────────────────────────────────────────────────
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# Flat-footed: loses Dex to AC, can't make AoO (CRB)
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FLAT_FOOTED = Condition(
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name="flat_footed",
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denies_dex_to_ac=True,
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cant_aoo=True,
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)
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# Prone: -4 melee attack, +4 AC vs ranged, -4 AC vs melee (CRB)
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PRONE = Condition(
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name="prone",
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)
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# ── Incapacitating conditions ────────────────────────────────────────────────
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# Stunned: can't act, -2 AC, loses Dex (CRB)
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STUNNED = Condition(
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name="stunned",
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modifiers=(
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StatModifier(target="ac", value=-2),
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),
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denies_dex_to_ac=True,
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cant_act=True,
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)
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# Paralyzed: can't move or act, effective STR/DEX = 0, helpless (CRB)
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PARALYZED = Condition(
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name="paralyzed",
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denies_dex_to_ac=True,
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cant_act=True,
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cant_move=True,
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)
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# Nauseated: can't attack/cast/concentrate; only single move action (CRB)
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NAUSEATED = Condition(
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name="nauseated",
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cant_attack=True,
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)
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# Dazed: can't act, no AC penalty (CRB)
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DAZED = Condition(
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name="dazed",
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cant_act=True,
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)
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# Staggered: only single move or standard action, no full-round (CRB)
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STAGGERED = Condition(
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name="staggered",
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)
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@@ -0,0 +1,316 @@
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"""Tests for PF1e conditions: stat modifiers applied to attack/AC/saves."""
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from __future__ import annotations
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.conditions import (
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BLINDED,
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DAZZLED,
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ENTANGLED,
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FATIGUED,
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FLAT_FOOTED,
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FRIGHTENED,
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SHAKEN,
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SICKENED,
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STUNNED,
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)
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.effects import StatModifier
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng
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def _make_hero(cid: str = "hero") -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="sword",
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kind="melee",
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attack_bonus=5,
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damage=[DamageComponent(formula=parse_dice("1d8"), types=["slashing"])],
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damage_bonus=2,
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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=14, dex_score=12, con_score=12,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=20,
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ac=ACProfile(total=18, touch=12, flat_footed=16),
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bab=5,
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initiative_mod=2,
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speed_land_ft=30,
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saves=Saves(fort=5, ref=4, will=3),
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attacks=[attack],
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)
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def _make_foe(cid: str = "foe") -> 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=12, 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=15,
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ac=ACProfile(total=15, touch=10, flat_footed=13),
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bab=3,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=3, ref=2, will=1),
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attacks=[attack],
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)
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def _make_engine(
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hero: Combatant, foe: Combatant, queue: list[int]
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) -> tuple[CombatEngine, CombatantState, CombatantState]:
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h = CombatantState(combatant=hero, side="players", pos=(0, 0), hp=hero.hp_max)
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f = CombatantState(combatant=foe, side="monsters", pos=(0, 0), hp=foe.hp_max)
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
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grid = Grid.from_spec(spec)
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engine = CombatEngine(ScriptedRng(queue), grid, [h, f])
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return engine, h, f
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# ── Condition data: modifiers and flags ──────────────────────────────────────
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class TestConditionData:
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"""Given: the predefined condition constants
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When: inspecting their modifiers and flags
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Then: they match the CRB rules."""
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def test_shaken_modifiers(self) -> None:
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targets = {m.target for m in SHAKEN.modifiers}
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assert targets == {"attack", "fort", "ref", "will"}
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assert all(m.value == -2 for m in SHAKEN.modifiers)
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def test_sickened_modifiers(self) -> None:
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targets = {m.target for m in SICKENED.modifiers}
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assert targets == {"attack", "damage", "fort", "ref", "will"}
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assert all(m.value == -2 for m in SICKENED.modifiers)
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def test_dazzled_only_attack(self) -> None:
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assert len(DAZZLED.modifiers) == 1
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assert DAZZLED.modifiers[0].target == "attack"
|
||||
assert DAZZLED.modifiers[0].value == -1
|
||||
|
||||
def test_entangled_flags(self) -> None:
|
||||
assert ENTANGLED.cant_charge is True
|
||||
assert ENTANGLED.speed_mult == 0.5
|
||||
|
||||
def test_fatigued_flags(self) -> None:
|
||||
assert FATIGUED.cant_charge is True
|
||||
|
||||
def test_flat_footed_flags(self) -> None:
|
||||
assert FLAT_FOOTED.denies_dex_to_ac is True
|
||||
assert FLAT_FOOTED.cant_aoo is True
|
||||
|
||||
def test_stunned_flags(self) -> None:
|
||||
assert STUNNED.cant_act is True
|
||||
assert STUNNED.denies_dex_to_ac is True
|
||||
|
||||
def test_frightened_flags(self) -> None:
|
||||
assert FRIGHTENED.must_flee is True
|
||||
|
||||
def test_blinded_flags(self) -> None:
|
||||
assert BLINDED.denies_dex_to_ac is True
|
||||
|
||||
|
||||
# ── Condition applied to attack rolls ────────────────────────────────────────
|
||||
|
||||
|
||||
class TestConditionOnAttack:
|
||||
"""Given: an attacker with a condition that penalizes attack
|
||||
When: resolve_attack is called
|
||||
Then: the penalty is applied to the attack total."""
|
||||
|
||||
def test_shaken_attacker_has_minus2_attack(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10])
|
||||
h.conditions.append(SHAKEN)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
# base_bonus=5, roll=10, flank=0, penalty=0, attack_mod=-2
|
||||
assert result.total == 10 + 5 - 2 # 13
|
||||
|
||||
def test_dazzled_attacker_has_minus1_attack(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10])
|
||||
h.conditions.append(DAZZLED)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.total == 10 + 5 - 1 # 14
|
||||
|
||||
def test_sickened_attacker_has_minus2_attack(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10])
|
||||
h.conditions.append(SICKENED)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.total == 10 + 5 - 2 # 13
|
||||
|
||||
def test_no_condition_normal_attack(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10, 4])
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.total == 10 + 5 # 15
|
||||
|
||||
|
||||
# ── Condition applied to damage rolls ────────────────────────────────────────
|
||||
|
||||
|
||||
class TestConditionOnDamage:
|
||||
"""Given: an attacker with a condition that penalizes damage
|
||||
When: resolve_attack hits
|
||||
Then: the penalty is applied to damage."""
|
||||
|
||||
def test_sickened_attacker_damage_reduced_by_2(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
# roll=15 (hit), damage die=4
|
||||
engine, h, f = _make_engine(hero, foe, [15, 4])
|
||||
h.conditions.append(SICKENED)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.hit is True
|
||||
# damage = 4 (die) + 2 (bonus) - 2 (sickened) = 4
|
||||
assert result.damage == 4
|
||||
|
||||
def test_no_condition_normal_damage(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [15, 4])
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.hit is True
|
||||
# damage = 4 (die) + 2 (bonus) = 6
|
||||
assert result.damage == 6
|
||||
|
||||
|
||||
# ── Condition applied to AC ──────────────────────────────────────────────────
|
||||
|
||||
|
||||
class TestConditionOnAC:
|
||||
"""Given: a defender with a condition that modifies AC
|
||||
When: resolve_attack is called
|
||||
Then: the AC is adjusted accordingly."""
|
||||
|
||||
def test_stunned_defender_minus2_ac(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10, 4])
|
||||
f.conditions.append(STUNNED)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
# foe AC 15 - 2 (stunned) = 13
|
||||
assert result.ac == 13
|
||||
|
||||
def test_blinded_defender_minus2_ac(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10, 4])
|
||||
f.conditions.append(BLINDED)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.ac == 15 - 2 # 13
|
||||
|
||||
def test_entangled_defender_minus2_ac(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10, 4])
|
||||
f.conditions.append(ENTANGLED)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
assert result.ac == 15 - 2 # 13
|
||||
|
||||
|
||||
# ── Condition applied to saving throws ───────────────────────────────────────
|
||||
|
||||
|
||||
class TestConditionOnSaves:
|
||||
"""Given: a combatant with a condition that penalizes saves
|
||||
When: resolve_save is called
|
||||
Then: the penalty is applied to the save total."""
|
||||
|
||||
def test_shaken_minus2_to_all_saves(self) -> None:
|
||||
hero = _make_hero()
|
||||
engine, h, _ = _make_engine(hero, _make_foe(), [10, 10, 10])
|
||||
h.conditions.append(SHAKEN)
|
||||
fort = engine.resolve_save(h, "fort", dc=12)
|
||||
assert fort.total == 10 + 5 - 2 # 13
|
||||
ref = engine.resolve_save(h, "ref", dc=12)
|
||||
assert ref.total == 10 + 4 - 2 # 12
|
||||
will = engine.resolve_save(h, "will", dc=12)
|
||||
assert will.total == 10 + 3 - 2 # 11
|
||||
|
||||
def test_sickened_minus2_to_all_saves(self) -> None:
|
||||
hero = _make_hero()
|
||||
engine, h, _ = _make_engine(hero, _make_foe(), [10])
|
||||
h.conditions.append(SICKENED)
|
||||
result = engine.resolve_save(h, "will", dc=12)
|
||||
assert result.total == 10 + 3 - 2 # 11
|
||||
|
||||
def test_entangled_minus2_ref_only(self) -> None:
|
||||
hero = _make_hero()
|
||||
engine, h, _ = _make_engine(hero, _make_foe(), [10, 10])
|
||||
h.conditions.append(ENTANGLED)
|
||||
ref = engine.resolve_save(h, "ref", dc=12)
|
||||
assert ref.total == 10 + 4 - 2 # 12
|
||||
fort = engine.resolve_save(h, "fort", dc=12)
|
||||
assert fort.total == 10 + 5 # 15, no penalty to fort
|
||||
|
||||
|
||||
# ── Effects + conditions together ────────────────────────────────────────────
|
||||
|
||||
|
||||
class TestEffectsWithConditions:
|
||||
"""Given: a combatant with both a transient effect and a condition
|
||||
When: resolve_attack or resolve_save is called
|
||||
Then: both modifiers are collected and stacking rules apply."""
|
||||
|
||||
def test_effect_and_condition_stack_untyped(self) -> None:
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10, 4])
|
||||
h.conditions.append(SHAKEN) # -2 untyped to attack
|
||||
h.effects.append(StatModifier(target="attack", value=1)) # +1 untyped
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
# 10 + 5 + (-2 + 1) = 14
|
||||
assert result.total == 14
|
||||
|
||||
def test_two_shaken_conditions_do_not_double(self) -> None:
|
||||
"""Two identical conditions — their untyped modifiers stack (PF1e:
|
||||
same condition doesn't worsen, but our model sums untyped modifiers).
|
||||
|
||||
This test documents current behavior: untyped modifiers from
|
||||
multiple conditions sum. A future 'condition stacking' rule could
|
||||
deduplicate by condition name."""
|
||||
hero = _make_hero()
|
||||
foe = _make_foe()
|
||||
engine, h, f = _make_engine(hero, foe, [10])
|
||||
h.conditions.append(SHAKEN)
|
||||
h.conditions.append(SHAKEN)
|
||||
result = engine.resolve_attack(h, f, hero.attacks[0])
|
||||
# Both -2 untyped penalties stack: 10 + 5 - 4 = 11
|
||||
assert result.total == 11
|
||||
Reference in New Issue
Block a user