feat(abilities): add passive feats system (Weapon Focus, Iron Will, Dodge, Point-Blank Shot)
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"""PF1e abilities: feats, class features, racial traits, character traits.
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All four categories share the same mechanical representation via ``AbilitySpec``.
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What differs is the ``category`` (for stacking and display) and ``source_detail``.
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This step defines passive feats — permanent stat modifiers that the engine
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collects alongside effects and conditions via ``_stat_modifiers``. Active feats
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(Power Attack, Rage) and conditional feats (Sneak Attack) will be added in
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later steps.
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Sources: PRPG Core Rulebook, Feats 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 typing import Literal
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from pf1e_simulator.effects import StatModifier
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Category = Literal["feat", "class", "racial", "trait"]
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@dataclass(frozen=True)
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class AbilitySpec:
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"""One feat, class feature, racial trait, or character trait.
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``effects`` are the StatModifiers this ability grants. For passive feats,
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these are always-on modifiers. For conditional feats, ``condition`` on
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each StatModifier gates applicability (evaluated by the engine).
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"""
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name: str
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category: Category
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source_detail: str = ""
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effects: tuple[StatModifier, ...] = ()
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# ── Passive combat feats ─────────────────────────────────────────────────────
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# Weapon Focus: +1 attack with a specific weapon (untyped, CRB)
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def weapon_focus(weapon_name: str) -> AbilitySpec:
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return AbilitySpec(
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name=f"Weapon Focus ({weapon_name})",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="attack", value=1, weapon_filter=weapon_name),
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),
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)
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# Toughness: +1 HP per Hit Die (approximated as +level HP, untyped, CRB)
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# For simplicity at this stage, we model it as a flat HP bonus.
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# The engine doesn't yet compute per-HD bonuses, so the caller sets the value.
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def toughness(level: int) -> AbilitySpec:
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return AbilitySpec(
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name="Toughness",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="hp", value=level),
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),
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)
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# Iron Will: +2 will saves (untyped, CRB)
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IRON_WILL = AbilitySpec(
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name="Iron Will",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="will", value=2),
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),
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)
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# Great Fortitude: +2 fortitude saves (untyped, CRB)
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GREAT_FORTITUDE = AbilitySpec(
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name="Great Fortitude",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="fort", value=2),
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),
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)
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# Lightning Reflexes: +2 reflex saves (untyped, CRB)
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LIGHTNING_REFLEXES = AbilitySpec(
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name="Lightning Reflexes",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="ref", value=2),
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),
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)
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# Alertness: +2 Perception and Sense Motive (untyped, CRB)
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# Modeled as +2 will (Wisdom-based) since skills aren't implemented
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ALERTNESS = AbilitySpec(
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name="Alertness",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="will", value=2),
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),
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)
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# Point-Blank Shot: +1 attack and +1 damage with ranged weapons within 30 ft.
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# Untyped, conditional (CRB).
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POINT_BLANK_SHOT = AbilitySpec(
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name="Point-Blank Shot",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(
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target="attack", value=1, condition="target_within_30ft_ranged"
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),
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StatModifier(
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target="damage", value=1, condition="target_within_30ft_ranged"
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),
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),
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)
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# Precise Shot: no -4 penalty for shooting into melee (CRB)
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# This is a behavioral flag, not a stat modifier — it will be handled
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# as a SpecialBehavior in a later step. Defined here for completeness.
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PRECISE_SHOT = AbilitySpec(
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name="Precise Shot",
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category="feat",
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source_detail="feat lv1",
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)
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# Dodge: +1 dodge bonus to AC (dodge type, stacks, CRB)
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DODGE = AbilitySpec(
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name="Dodge",
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category="feat",
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source_detail="feat lv1",
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effects=(
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StatModifier(target="ac", value=1, bonus_type="dodge"),
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),
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)
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# Skill Focus: +3 to a skill (not yet modeled — skills deferred)
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# Defined as a placeholder for future expansion.
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