fix(combat): correct concentration DCs by situation
This commit is contained in:
@@ -748,21 +748,41 @@ class CombatEngine:
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# Concentration check if damaged
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# Concentration check if damaged
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dmg = hp_before - caster.hp
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dmg = hp_before - caster.hp
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if dmg > 0 and not self._check_concentration(caster, spell_level, dmg):
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if dmg > 0 and not self._check_concentration(caster, spell_level, dmg):
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dc = self._concentration_dc(caster, spell_level, dmg)
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self._log(
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self._log(
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f"round {self._current_round} {caster.combatant.id}: "
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f"round {self._current_round} {caster.combatant.id}: "
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f"concentration check failed (DC {15 + 2 * spell_level}), spell fizzles"
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f"concentration check failed (DC {dc}), spell fizzles"
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)
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)
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return True
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return True
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return False
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return False
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def _concentration_dc(
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self, caster: CombatantState, spell_level: int, damage_taken: int
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) -> int:
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"""Concentration DC for the caster's current situation.
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- injured while casting: => 10 + damage_taken + spell_level
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- grappled or pinned: => 10 + grappler's CMB + spell_level
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- casting defensively: => 15 + 2 * spell_level
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"""
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if caster.grappled_with is not None:
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grappler = next(
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(s for s in self._states if s.combatant.id == caster.grappled_with), None
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)
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cmb = self._maneuver_cmb(grappler) if grappler is not None else 0
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return 10 + cmb + spell_level
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if damage_taken > 0:
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return 10 + damage_taken + spell_level
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return 15 + 2 * spell_level
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def _check_concentration(
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def _check_concentration(
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self, caster: CombatantState, spell_level: int, damage_taken: int
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self, caster: CombatantState, spell_level: int, damage_taken: int
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) -> bool:
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) -> bool:
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"""Concentration check: DC = 15 + 2 * spell_level + damage_taken.
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"""Concentration check: DC depends on situation.
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Combat Casting feat gives +4 bonus.
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Roll = d20 + caster_level + casting ability mod (+4 Combat Casting).
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"""
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"""
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dc = 15 + 2 * spell_level + damage_taken
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dc = self._concentration_dc(caster, spell_level, damage_taken)
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has_combat_casting = any(f.name == "Combat Casting" for f in caster.combatant.features)
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has_combat_casting = any(f.name == "Combat Casting" for f in caster.combatant.features)
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bonus = 4 if has_combat_casting else 0
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bonus = 4 if has_combat_casting else 0
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roll = self._rng.d20()
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roll = self._rng.d20()
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@@ -0,0 +1,115 @@
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"""Tests for situation-dependent concentration check DCs (Todo 4).
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The concentration DC depends on the casting situation (CRB Table 9-1):
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- injured while casting: DC = 10 + damage_taken + spell_level
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- grappled or pinned: DC = 10 + grappler's CMB + spell_level
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- casting defensively: DC = 15 + 2 * spell_level
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The check roll = d20 + caster_level + casting ability mod (+4 Combat Casting),
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unchanged from the current logic.
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.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 _combatant(
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cid: str,
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*,
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level: int = 5,
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con: int = 12,
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cmb: int | None = None,
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) -> 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=level,
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size="Medium",
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abilities=AbilityScores(
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str_score=10,
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dex_score=10,
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con_score=con,
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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=30,
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ac=ACProfile(total=12, touch=12, 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=0, ref=0, will=0),
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attacks=[attack],
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cmb=cmb,
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)
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def _make_engine(
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caster: Combatant,
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grappler: Combatant,
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queue: list[int],
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*,
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grappled: bool = False,
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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)
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g = CombatantState(combatant=grappler, side="monsters", pos=(1, 0), hp=grappler.hp_max)
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if grappled:
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c.grappled_with = grappler.id
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g.grappled_with = caster.id
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 4] * 4), legend=legend)
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grid = Grid.from_spec(spec)
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engine = CombatEngine(ScriptedRng(queue), grid, [c, g])
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return engine, c, g
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class TestConcentrationDc:
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"""Given: a caster making a concentration check in a given situation
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When: the situation DC is computed
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Then: it matches the CRB rule for that situation."""
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def test_dc_when_injured_is_ten_plus_damage_plus_level(self) -> None:
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caster = _combatant("caster", level=5)
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grappler = _combatant("grappler")
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engine, c, g = _make_engine(caster, grappler, [])
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assert engine._concentration_dc(c, 1, damage_taken=4) == 10 + 4 + 1
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def test_dc_when_grappled_uses_grappler_cmb_plus_level(self) -> None:
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caster = _combatant("caster", level=5)
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grappler = _combatant("grappler", cmb=7)
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engine, c, g = _make_engine(caster, grappler, [], grappled=True)
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assert engine._concentration_dc(c, 1, damage_taken=0) == 10 + 7 + 1
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def test_dc_when_casting_defensively_is_15_plus_twice_level(self) -> None:
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caster = _combatant("caster", level=5)
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grappler = _combatant("grappler")
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engine, c, g = _make_engine(caster, grappler, [])
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assert engine._concentration_dc(c, 2, damage_taken=0) == 15 + 2 * 2
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def test_check_passes_at_threshold_and_fails_one_below(self) -> None:
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caster = _combatant("caster", level=5, con=10)
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grappler = _combatant("grappler")
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engine_pass, c, _ = _make_engine(caster, grappler, [10])
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assert engine_pass._check_concentration(c, 1, damage_taken=4) is True
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engine_fail = _make_engine(caster, grappler, [9])[0]
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assert engine_fail._check_concentration(c, 1, damage_taken=4) is False
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