feat(abilities): add passive feats system (Weapon Focus, Iron Will, Dodge, Point-Blank Shot)

This commit is contained in:
2026-08-17 22:49:50 +02:00
parent a32444f804
commit ba1c3c2117
5 changed files with 439 additions and 9 deletions
+12 -5
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@@ -340,9 +340,9 @@ Non modélisé (couches `elevation`/`markers` présentes mais non appliquées
dans la résolution) :
- Sorts (le système d'effets `effects.py`, les règles d'empilement des
bonus, les jets de sauvegarde `resolve_save` et le système de conditions
`conditions.py` sont en place — l'intégration des sorts au moteur est en
cours).
bonus, les jets de sauvegarde `resolve_save`, le système de conditions
`conditions.py` et les dons passifs `abilities.py` sont en place —
l'intégration des sorts au moteur est en cours).
- Manœuvres de combat.
- Effets mécaniques de hauteur/élévation.
- Tailles Large+ (2×2), allonge > 5 ft
@@ -378,6 +378,12 @@ dans la résolution) :
staggered, frightened, panicked, cowering). Les modificateurs sont intégrés
à `resolve_attack` (attaque, dégâts, CA) et `resolve_save` (jets de
sauvegarde) via `_stat_modifiers` qui collecte effets + conditions.
- `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec
catégorie feat/class/racial/trait) et dons passifs prédéfinis (Weapon Focus,
Toughness, Iron Will, Great Fortitude, Lightning Reflexes, Alertness,
Point-Blank Shot, Dodge). Les modificateurs sont collectés par
`_stat_modifiers` avec filtrage par arme (`weapon_filter`). Le champ
`features` de `Combatant` contient les aptitudes permanentes.
- `metrics.py` — statistiques en forme fermée : `win_rate`, `win_rate_sigma`,
`win_rate_band` (bande 3σ bornée à [0, 1]).
- `runner.py``EncounterSpec`/`Side`, `build_states` (placement en zone +
@@ -393,7 +399,7 @@ dans la résolution) :
La gate de validation complète (tests + lint + types) :
```bash
uv run pytest -q # 276 tests
uv run pytest -q # 293 tests
uv run ruff check src tests
uv run basedpyright src # mode strict
```
@@ -410,7 +416,8 @@ uv run basedpyright src # mode strict
conditions, manœuvres de combat, dons et capacités de classe. Flanquement,
attaques à outrance, attaques d'opportunité, charge, retraite et pas de
placement sont déjà modélisés. Le système d'effets (`effects.py`), les
règles d'empilement des bonus et les jets de sauvegarde (`resolve_save`)
règles d'empilement des bonus, les jets de sauvegarde (`resolve_save`), le
système de conditions (`conditions.py`) et les dons passifs (`abilities.py`)
sont en place.
- **Phase 2** — couche tactique LLM : stratégies en langage naturel traduites
en politiques, balayage de matrices de positionnement.
+143
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@@ -0,0 +1,143 @@
"""PF1e abilities: feats, class features, racial traits, character traits.
All four categories share the same mechanical representation via ``AbilitySpec``.
What differs is the ``category`` (for stacking and display) and ``source_detail``.
This step defines passive feats — permanent stat modifiers that the engine
collects alongside effects and conditions via ``_stat_modifiers``. Active feats
(Power Attack, Rage) and conditional feats (Sneak Attack) will be added in
later steps.
Sources: PRPG Core Rulebook, Feats chapter.
"""
from __future__ import annotations
from dataclasses import dataclass
from typing import Literal
from pf1e_simulator.effects import StatModifier
Category = Literal["feat", "class", "racial", "trait"]
@dataclass(frozen=True)
class AbilitySpec:
"""One feat, class feature, racial trait, or character trait.
``effects`` are the StatModifiers this ability grants. For passive feats,
these are always-on modifiers. For conditional feats, ``condition`` on
each StatModifier gates applicability (evaluated by the engine).
"""
name: str
category: Category
source_detail: str = ""
effects: tuple[StatModifier, ...] = ()
# ── Passive combat feats ─────────────────────────────────────────────────────
# Weapon Focus: +1 attack with a specific weapon (untyped, CRB)
def weapon_focus(weapon_name: str) -> AbilitySpec:
return AbilitySpec(
name=f"Weapon Focus ({weapon_name})",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="attack", value=1, weapon_filter=weapon_name),
),
)
# Toughness: +1 HP per Hit Die (approximated as +level HP, untyped, CRB)
# For simplicity at this stage, we model it as a flat HP bonus.
# The engine doesn't yet compute per-HD bonuses, so the caller sets the value.
def toughness(level: int) -> AbilitySpec:
return AbilitySpec(
name="Toughness",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="hp", value=level),
),
)
# Iron Will: +2 will saves (untyped, CRB)
IRON_WILL = AbilitySpec(
name="Iron Will",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="will", value=2),
),
)
# Great Fortitude: +2 fortitude saves (untyped, CRB)
GREAT_FORTITUDE = AbilitySpec(
name="Great Fortitude",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="fort", value=2),
),
)
# Lightning Reflexes: +2 reflex saves (untyped, CRB)
LIGHTNING_REFLEXES = AbilitySpec(
name="Lightning Reflexes",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="ref", value=2),
),
)
# Alertness: +2 Perception and Sense Motive (untyped, CRB)
# Modeled as +2 will (Wisdom-based) since skills aren't implemented
ALERTNESS = AbilitySpec(
name="Alertness",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="will", value=2),
),
)
# Point-Blank Shot: +1 attack and +1 damage with ranged weapons within 30 ft.
# Untyped, conditional (CRB).
POINT_BLANK_SHOT = AbilitySpec(
name="Point-Blank Shot",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(
target="attack", value=1, condition="target_within_30ft_ranged"
),
StatModifier(
target="damage", value=1, condition="target_within_30ft_ranged"
),
),
)
# Precise Shot: no -4 penalty for shooting into melee (CRB)
# This is a behavioral flag, not a stat modifier — it will be handled
# as a SpecialBehavior in a later step. Defined here for completeness.
PRECISE_SHOT = AbilitySpec(
name="Precise Shot",
category="feat",
source_detail="feat lv1",
)
# Dodge: +1 dodge bonus to AC (dodge type, stacks, CRB)
DODGE = AbilitySpec(
name="Dodge",
category="feat",
source_detail="feat lv1",
effects=(
StatModifier(target="ac", value=1, bonus_type="dodge"),
),
)
# Skill Focus: +3 to a skill (not yet modeled — skills deferred)
# Defined as a placeholder for future expansion.
+18 -4
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@@ -357,11 +357,25 @@ class CombatEngine:
return _FLANK_BONUS
return 0
def _stat_modifiers(self, state: CombatantState, target: str) -> list[StatModifier]:
"""Collect all StatModifiers for ``target`` from effects + conditions."""
def _stat_modifiers(
self, state: CombatantState, target: str, *, weapon_name: str | None = None
) -> list[StatModifier]:
"""Collect all StatModifiers for ``target`` from effects, conditions, and features.
``weapon_name`` filters out modifiers with a ``weapon_filter`` that
doesn't match (e.g. Weapon Focus (Pistol) only applies to "Pistol").
Modifiers without a ``weapon_filter`` are always included.
"""
mods = [e for e in state.effects if e.target == target]
for cond in state.conditions:
mods.extend(m for m in cond.modifiers if m.target == target)
for feat in state.combatant.features:
for m in feat.effects:
if m.target != target:
continue
if m.weapon_filter is not None and m.weapon_filter != weapon_name:
continue
mods.append(m)
return mods
def resolve_attack(
@@ -378,7 +392,7 @@ class CombatEngine:
penalty = self.range_penalty(weapon, dist_ft)
flank = self._flanking_bonus(attacker, target) if weapon.kind == "melee" else 0
base_bonus = bonus_override if bonus_override is not None else weapon.attack_bonus
atk_mods = self._stat_modifiers(attacker, "attack")
atk_mods = self._stat_modifiers(attacker, "attack", weapon_name=weapon.name)
attack_mod = resolve_modifiers(atk_mods)
total = roll + base_bonus + penalty + flank + attack_mod
ac = target.combatant.ac.total + resolve_modifiers(self._stat_modifiers(target, "ac"))
@@ -401,7 +415,7 @@ class CombatEngine:
confirm = self._rng.d20()
confirm_total = confirm + base_bonus + penalty + flank + attack_mod
crit = confirm != _NATURAL_ONE and confirm_total >= ac
dmg_mods = self._stat_modifiers(attacker, "damage")
dmg_mods = self._stat_modifiers(attacker, "damage", weapon_name=weapon.name)
damage = sum(c.formula.roll(self._rng) for c in weapon.damage) + weapon.damage_bonus
damage += resolve_modifiers(dmg_mods)
if crit:
+2
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@@ -11,6 +11,7 @@ from typing import Literal
from pydantic import BaseModel, ConfigDict, Field, field_validator
from pf1e_simulator.abilities import AbilitySpec # noqa: TC001
from pf1e_simulator.dice import DiceExpr, DiceParseError, parse_dice
@@ -110,3 +111,4 @@ class Combatant(_FrozenModel):
xp: int | None = None
source: str = ""
notes: str = ""
features: list[AbilitySpec] = []
+264
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@@ -0,0 +1,264 @@
"""Tests for passive feats: Weapon Focus, Iron Will, Dodge, Point-Blank Shot."""
from __future__ import annotations
from pf1e_simulator.abilities import (
ALERTNESS,
DODGE,
GREAT_FORTITUDE,
IRON_WILL,
LIGHTNING_REFLEXES,
POINT_BLANK_SHOT,
weapon_focus,
)
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.conditions import SHAKEN
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
def _make_hero(
cid: str = "hero",
*,
features: list[object] | None = None,
weapon_name: str = "sword",
weapon_kind: str = "melee",
attack_bonus: int = 5,
damage_bonus: int = 2,
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name=weapon_name,
kind=weapon_kind, # type: ignore[arg-type]
attack_bonus=attack_bonus,
damage=[DamageComponent(formula=parse_dice("1d8"), types=["slashing"])],
damage_bonus=damage_bonus,
range_increment_ft=60 if weapon_kind == "ranged" else None,
)
return Combatant(
id=cid,
name=cid,
level=4,
size="Medium",
abilities=AbilityScores(
str_score=14, dex_score=12, con_score=12,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=20,
ac=ACProfile(total=18, touch=12, flat_footed=16),
bab=5,
initiative_mod=2,
speed_land_ft=30,
saves=Saves(fort=5, ref=4, will=3),
attacks=[attack],
features=features or [], # type: ignore[arg-type]
)
def _make_foe(cid: str = "foe") -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="club",
kind="melee",
attack_bonus=3,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=12, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=15,
ac=ACProfile(total=15, touch=10, flat_footed=13),
bab=3,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=3, ref=2, will=1),
attacks=[attack],
)
def _make_engine(
hero: Combatant, foe: Combatant, queue: list[int]
) -> tuple[CombatEngine, CombatantState, CombatantState]:
h = CombatantState(combatant=hero, side="players", pos=(0, 0), hp=hero.hp_max)
f = CombatantState(combatant=foe, side="monsters", pos=(0, 0), hp=foe.hp_max)
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
grid = Grid.from_spec(spec)
engine = CombatEngine(ScriptedRng(queue), grid, [h, f])
return engine, h, f
# ── AbilitySpec data ─────────────────────────────────────────────────────────
class TestAbilityData:
"""Given: the predefined feat constants
When: inspecting their effects
Then: they match the CRB rules."""
def test_iron_will_gives_plus2_will(self) -> None:
assert len(IRON_WILL.effects) == 1
mod = IRON_WILL.effects[0]
assert mod.target == "will"
assert mod.value == 2
def test_great_fortitude_gives_plus2_fort(self) -> None:
assert GREAT_FORTITUDE.effects[0].target == "fort"
assert GREAT_FORTITUDE.effects[0].value == 2
def test_lightning_reflexes_gives_plus2_ref(self) -> None:
assert LIGHTNING_REFLEXES.effects[0].target == "ref"
assert LIGHTNING_REFLEXES.effects[0].value == 2
def test_dodge_gives_plus1_dodge_ac(self) -> None:
assert len(DODGE.effects) == 1
mod = DODGE.effects[0]
assert mod.target == "ac"
assert mod.value == 1
assert mod.bonus_type == "dodge"
def test_weapon_focus_targets_specific_weapon(self) -> None:
wf = weapon_focus("Pistol")
assert wf.effects[0].target == "attack"
assert wf.effects[0].value == 1
assert wf.effects[0].weapon_filter == "Pistol"
def test_point_blank_shot_is_conditional(self) -> None:
mods = POINT_BLANK_SHOT.effects
assert len(mods) == 2
assert all(m.condition is not None for m in mods)
assert {m.target for m in mods} == {"attack", "damage"}
# ── Feat applied to attack rolls ─────────────────────────────────────────────
class TestFeatOnAttack:
"""Given: an attacker with a passive feat
When: resolve_attack is called
Then: the feat modifier is applied to the attack total."""
def test_weapon_focus_adds_plus1_attack(self) -> None:
hero = _make_hero(features=[weapon_focus("sword")])
foe = _make_foe()
engine, h, f = _make_engine(hero, foe, [10, 4])
result = engine.resolve_attack(h, f, hero.attacks[0])
# base_bonus=5, roll=10, attack_mod=+1 (weapon focus)
assert result.total == 10 + 5 + 1 # 16
def test_weapon_focus_does_not_apply_to_other_weapon(self) -> None:
hero = _make_hero(features=[weapon_focus("Pistol")], weapon_name="sword")
foe = _make_foe()
engine, h, f = _make_engine(hero, foe, [10, 4])
result = engine.resolve_attack(h, f, hero.attacks[0])
# Weapon Focus (Pistol) doesn't apply to "sword"
assert result.total == 10 + 5 # 15
def test_no_feats_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
# ── Feat applied to AC ───────────────────────────────────────────────────────
class TestFeatOnAC:
"""Given: a defender with the Dodge feat
When: resolve_attack is called
Then: +1 dodge AC is applied."""
def test_dodge_adds_plus1_ac(self) -> None:
defender = _make_foe("defender")
defender_with_dodge = defender.model_copy(update={"features": [DODGE]})
hero = _make_hero()
engine, h, d = _make_engine(hero, defender_with_dodge, [10, 4])
result = engine.resolve_attack(h, d, hero.attacks[0])
assert result.ac == 16 # 15 base + 1 dodge
# ── Feat applied to saving throws ────────────────────────────────────────────
class TestFeatOnSaves:
"""Given: a combatant with save feats
When: resolve_save is called
Then: the feat modifier is applied to the save total."""
def test_iron_will_adds_plus2_will(self) -> None:
hero = _make_hero(features=[IRON_WILL])
engine, h, _ = _make_engine(hero, _make_foe(), [10])
result = engine.resolve_save(h, "will", dc=12)
# base will=3, roll=10, +2 (Iron Will) = 15
assert result.total == 15
assert result.success is True
def test_great_fortitude_adds_plus2_fort(self) -> None:
hero = _make_hero(features=[GREAT_FORTITUDE])
engine, h, _ = _make_engine(hero, _make_foe(), [10])
result = engine.resolve_save(h, "fort", dc=14)
# base fort=5, roll=10, +2 = 17
assert result.total == 17
def test_lightning_reflexes_adds_plus2_ref(self) -> None:
hero = _make_hero(features=[LIGHTNING_REFLEXES])
engine, h, _ = _make_engine(hero, _make_foe(), [10])
result = engine.resolve_save(h, "ref", dc=13)
# base ref=4, roll=10, +2 = 16
assert result.total == 16
def test_iron_will_does_not_affect_fort(self) -> None:
hero = _make_hero(features=[IRON_WILL])
engine, h, _ = _make_engine(hero, _make_foe(), [10])
result = engine.resolve_save(h, "fort", dc=20)
# base fort=5, roll=10, no modifier = 15
assert result.total == 15
# ── Feats + conditions together ──────────────────────────────────────────────
class TestFeatsWithConditions:
"""Given: a combatant with both a feat and a condition
When: resolve_attack is called
Then: both modifiers are collected and stacking rules apply."""
def test_weapon_focus_and_shaken(self) -> None:
hero = _make_hero(features=[weapon_focus("sword")])
foe = _make_foe()
engine, h, f = _make_engine(hero, foe, [10, 4])
h.conditions.append(SHAKEN) # -2 attack (untyped)
# +1 (Weapon Focus, untyped) - 2 (shaken, untyped) = -1
result = engine.resolve_attack(h, f, hero.attacks[0])
assert result.total == 10 + 5 - 1 # 14
def test_dodge_ac_on_defender(self) -> None:
hero = _make_hero(features=[DODGE])
foe = _make_foe()
engine, h, f = _make_engine(hero, foe, [10, 4])
result = engine.resolve_attack(f, h, foe.attacks[0])
assert result.ac == 19 # 18 base + 1 dodge
def test_multiple_save_feats_stack_untyped(self) -> None:
hero = _make_hero(features=[IRON_WILL, ALERTNESS])
engine, h, _ = _make_engine(hero, _make_foe(), [10])
result = engine.resolve_save(h, "will", dc=17)
assert result.total == 17 # 10 + 3 + 2 + 2