fix(spells): apply a shaken effect when a fear save succeeds
ConditionEffect gains save_partial (JSON 'on_success': condition_name + duration_rounds). On a successful save that would otherwise negate, _apply_condition_effect now imposes the weaker condition (SRD fear.md: panicked on a failed Will save, shaken for 1 round on a success). Extended _metamagic_transform_sub to preserve/double it; extracted _impose_condition helper. Updated fear.json, added failed/successful-save and loader tests in test_spells.py, and the README. Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
@@ -1254,6 +1254,13 @@ Règles modélisées :
|
||||
dégâts peut déclarer `save_negates: false` (conformance D1 — SRD
|
||||
« Sound Burst » : « Fortitude partial » n'annule que l'étourdissement,
|
||||
jamais les dés) : la sauvegarde réussie ne réduit alors pas ces dégâts.
|
||||
**Sauvegardes partielles (S2d)** : un `ConditionEffect` peut déclarer
|
||||
`"on_success": {"condition_name": "shaken", "duration_rounds": 1}` (champ
|
||||
`save_partial`) — sur une sauvegarde **réussie**, au lieu d'annuler
|
||||
totalement l'effet, la cible subit la condition affaiblie indiquée (SRD
|
||||
Fear : paniqué à l'échec, `shaken` 1 round au succès). Sans `on_success`,
|
||||
le comportement reste « sauvegarde annule ». L'Extend Spell double aussi la
|
||||
durée de la condition partielle.
|
||||
- Dons : les 8 PJ portent 55 noms de dons uniques ; le chargeur résout chacun d'eux
|
||||
soit vers un effet réel (Power Attack actif, Weapon Focus ciblé par arme, Toughness
|
||||
lié au niveau, dons passifs via `_stat_modifiers`), soit vers un « no-op » tracé en
|
||||
@@ -1431,16 +1438,14 @@ plutôt que bricolées) :
|
||||
minuscules sur une même case) ne sont pas modélisées ; seule la substitution
|
||||
Dextérité/Force du CMB (conformance L1) tient compte de leur taille.
|
||||
|
||||
Limites de sorts (conformance D6-D9, documentées plutôt que bricolées — le
|
||||
moteur n'a pas encore de sauvegarde partielle) :
|
||||
Limites de sorts (conformance D6-D9, documentées plutôt que bricolées) :
|
||||
|
||||
- **Fear — sauvegarde totale** (SRD spells/fear.md : « each
|
||||
living creature in the area [...] becomes panicked unless it succeeds on a
|
||||
Will save [...]. If the Will save succeeds, the creature is shaken for 1
|
||||
round » ; cône de 30 ft — modélisé, S1a/S1c) : la condition appliquée est
|
||||
bien `panicked` (conformance D8), mais le moteur n'a pas de sauvegarde
|
||||
partielle pour les conditions — un succès annule totalement l'effet au lieu
|
||||
de poser `shaken` 1 round ; la durée « 1 round/niveau » est fixée à 4 rounds.
|
||||
- **Fear — durée figée** (SRD spells/fear.md : « each living creature in the
|
||||
area [...] becomes panicked unless it succeeds on a Will save [...]. If the
|
||||
Will save succeeds, the creature is shaken for 1 round » ; cône de 30 ft —
|
||||
modélisé, S1a/S1c) : la sauvegarde partielle est désormais modélisée (panic
|
||||
à l'échec, `shaken` 1 round au succès — voir « Sauvegardes partielles » plus
|
||||
bas) ; seule la durée « 1 round/niveau » du `panicked` reste fixée à 4 rounds.
|
||||
- **Résistance aux sorts appliquée à tout sort ciblé** : le moteur oppose la
|
||||
SR du combattant à chaque sort qui le cible, sans drapeau par sort ; les
|
||||
rares sorts dont la fiche SRD déclare « Spell Resistance: no » (ex. Acid
|
||||
|
||||
@@ -17,10 +17,11 @@
|
||||
"type": "condition",
|
||||
"condition_name": "panicked",
|
||||
"duration_rounds": 4,
|
||||
"save_negates": true
|
||||
"save_negates": true,
|
||||
"on_success": { "condition_name": "shaken", "duration_rounds": 1 }
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"description": "SRD spells/fear.md: each living creature in the 30-ft. cone becomes panicked unless it succeeds on a Will save (a successful save makes it shaken for 1 round instead). Modeled as panicked for 4 rounds on a failed save; the shaken-on-success partial needs partial-save support (documented limitation). The SRD range is 30 ft. - modeled as the closest category (close)."
|
||||
"description": "SRD spells/fear.md: each living creature in the 30-ft. cone becomes panicked unless it succeeds on a Will save; a creature that succeeds on the save is instead shaken for 1 round (partial save). Modeled as panicked for 4 rounds on a failed save, shaken for 1 round on a successful save. The SRD range is 30 ft. - modeled as the closest category (close)."
|
||||
}
|
||||
|
||||
@@ -6010,23 +6010,44 @@ class CombatEngine:
|
||||
spell_name: str,
|
||||
) -> str:
|
||||
if saved and effect.save_negates:
|
||||
# PF1e partial save (SRD spells/fear.md): a successful save does
|
||||
# not always spare the target — it may impose a weaker condition
|
||||
# (Fear: shaken for 1 round instead of panicked).
|
||||
if effect.save_partial is not None:
|
||||
name, duration = effect.save_partial
|
||||
applied = self._impose_condition(target, name, duration, spell_name)
|
||||
if not applied:
|
||||
return ""
|
||||
return f"{name} ({duration}r) (partial save)"
|
||||
return f"{effect.condition_name} negated"
|
||||
cond = CONDITIONS_BY_NAME.get(effect.condition_name)
|
||||
return self._impose_condition(
|
||||
target, effect.condition_name, effect.duration_rounds, spell_name
|
||||
)
|
||||
|
||||
def _impose_condition(
|
||||
self,
|
||||
target: CombatantState,
|
||||
condition_name: str,
|
||||
duration_rounds: int,
|
||||
spell_name: str,
|
||||
) -> str:
|
||||
"""Append a timed condition to the target; handle the bleeding DoT."""
|
||||
cond = CONDITIONS_BY_NAME.get(condition_name)
|
||||
if cond is None:
|
||||
return ""
|
||||
target.active_conditions.append(
|
||||
ActiveCondition(
|
||||
condition=cond,
|
||||
rounds_left=effect.duration_rounds,
|
||||
rounds_left=duration_rounds,
|
||||
source=f"spell: {spell_name}",
|
||||
)
|
||||
)
|
||||
if effect.condition_name == "bleeding":
|
||||
if condition_name == "bleeding":
|
||||
# The bleeding condition's damage-over-time is engine-driven
|
||||
# (CombatantState.bleed_damage, CRB Conditions — bleeding); the
|
||||
# SRD Bleed cantrip (spells/bleed.md) deals 1 bleed damage/round.
|
||||
target.bleed_damage = max(target.bleed_damage, 1)
|
||||
return f"{effect.condition_name} ({effect.duration_rounds}r)"
|
||||
return f"{condition_name} ({duration_rounds}r)"
|
||||
|
||||
def _apply_heal_effect(
|
||||
self,
|
||||
@@ -6222,10 +6243,14 @@ class CombatEngine:
|
||||
return effect
|
||||
if isinstance(effect, ConditionEffect):
|
||||
duration = effect.duration_rounds * 2 if has_extend else effect.duration_rounds
|
||||
partial = effect.save_partial
|
||||
if partial is not None and has_extend:
|
||||
partial = (partial[0], partial[1] * 2)
|
||||
return ConditionEffect(
|
||||
condition_name=effect.condition_name,
|
||||
duration_rounds=duration,
|
||||
save_negates=effect.save_negates,
|
||||
save_partial=partial,
|
||||
)
|
||||
if isinstance(effect, BuffEffect):
|
||||
duration = effect.duration_rounds * 2 if has_extend else effect.duration_rounds
|
||||
|
||||
@@ -173,6 +173,10 @@ class ConditionEffect:
|
||||
condition_name: str
|
||||
duration_rounds: int
|
||||
save_negates: bool = True
|
||||
# PF1e partial save (SRD spells/fear.md): on a SUCCESSFUL save the target
|
||||
# is not spared outright but suffers a weaker condition instead. Encoded as
|
||||
# (condition_name, duration_rounds); None = a successful save fully negates.
|
||||
save_partial: tuple[str, int] | None = None
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
@@ -468,6 +472,15 @@ def _parse_recurring(value: Json) -> RecurringDamageSpec:
|
||||
)
|
||||
|
||||
|
||||
def _parse_save_partial(value: Json) -> tuple[str, int]:
|
||||
data = _as_dict(value)
|
||||
duration = _as_int(data["duration_rounds"])
|
||||
if duration < 1:
|
||||
msg = f"on_success duration_rounds must be >= 1, got {duration}"
|
||||
raise ValueError(msg)
|
||||
return (_as_str(data["condition_name"]), duration)
|
||||
|
||||
|
||||
def _parse_effect(data: Json) -> SpellEffect:
|
||||
effect = _as_dict(data)
|
||||
effect_type = _as_str(effect["type"])
|
||||
@@ -502,10 +515,13 @@ def _parse_effect(data: Json) -> SpellEffect:
|
||||
recurring=recurring,
|
||||
)
|
||||
if effect_type == "condition":
|
||||
partial_raw = effect.get("on_success")
|
||||
save_partial = None if partial_raw is None else _parse_save_partial(partial_raw)
|
||||
return ConditionEffect(
|
||||
condition_name=_as_str(effect["condition_name"]),
|
||||
duration_rounds=_as_int(effect["duration_rounds"]),
|
||||
save_negates=bool(effect.get("save_negates", True)),
|
||||
save_partial=save_partial,
|
||||
)
|
||||
if effect_type == "heal":
|
||||
return HealEffect(
|
||||
|
||||
+29
-3
@@ -172,6 +172,18 @@ class TestSpellLoading:
|
||||
assert isinstance(eff, ConditionEffect)
|
||||
assert eff.condition_name == "paralyzed"
|
||||
assert eff.save_negates is True
|
||||
assert eff.save_partial is None
|
||||
|
||||
def test_fear_condition_has_save_partial(self) -> None:
|
||||
# PF1e (SRD spells/fear.md): a successful Will save imposes shaken 1
|
||||
# round instead of panicked — the partial-save spec.
|
||||
spell = load_spell(_SPELLS_DIR / "fear.json")
|
||||
area = spell.effects[0]
|
||||
assert isinstance(area, AreaEffect)
|
||||
eff = area.effects[0]
|
||||
assert isinstance(eff, ConditionEffect)
|
||||
assert eff.condition_name == "panicked"
|
||||
assert eff.save_partial == ("shaken", 1)
|
||||
|
||||
def test_cure_light_has_heal_effect(self) -> None:
|
||||
spell = load_spell(_SPELLS_DIR / "cure_light_wounds.json")
|
||||
@@ -534,9 +546,9 @@ class TestHoldPerson:
|
||||
|
||||
class TestFear:
|
||||
"""Given: a caster casting Fear (SRD spells/fear.md: panicked unless the
|
||||
Will save succeeds)
|
||||
When: target fails save
|
||||
Then: panicked condition is applied."""
|
||||
Will save succeeds; a successful save makes the creature shaken 1 round)
|
||||
When: target fails / succeeds the save
|
||||
Then: panicked is applied / shaken (partial save) is applied instead."""
|
||||
|
||||
def test_failed_save_applies_panicked(self) -> None:
|
||||
caster = _make_caster()
|
||||
@@ -544,6 +556,20 @@ class TestFear:
|
||||
engine, c, t = _make_engine(caster, target, [2])
|
||||
engine._cast_spell(c, t, "Fear")
|
||||
assert any(ac.condition.name == "panicked" for ac in t.active_conditions)
|
||||
assert not any(ac.condition.name == "shaken" for ac in t.active_conditions)
|
||||
|
||||
def test_successful_save_applies_shaken(self) -> None:
|
||||
"""Given: the target succeeds its Will save (natural 20)
|
||||
When: Fear resolves
|
||||
Then: it is shaken for 1 round (partial save), not panicked."""
|
||||
caster = _make_caster()
|
||||
target = _make_target()
|
||||
engine, c, t = _make_engine(caster, target, [20])
|
||||
engine._cast_spell(c, t, "Fear")
|
||||
shaken = [ac for ac in t.active_conditions if ac.condition.name == "shaken"]
|
||||
assert len(shaken) == 1
|
||||
assert shaken[0].rounds_left == 1
|
||||
assert not any(ac.condition.name == "panicked" for ac in t.active_conditions)
|
||||
|
||||
|
||||
class TestCureLightWounds:
|
||||
|
||||
Reference in New Issue
Block a user