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
+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] = []