fix(rules): cure spells damage undead instead of healing
SRD Cure Light Wounds: 'Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.' - _apply_heal_effect takes the rolled save; an undead target takes the rolled healing as damage (halved on a successful save; SR already resolved upstream, DR never applies to spell energy, no bleeding stop or stabilization). Living targets are bit-identical. - cure_light/cure_moderate descriptions fixed: the SRD save line is 'Will half (harmless)', not 'negates'. - Deafened 20% verbal spell failure DEFERRED to the README « Limites hors perimetre »: SpellSpec carries no components data (would need a verbal flag on all 108 spells) and sound-based Perception is not modeled either.
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@@ -103,7 +103,7 @@ def test_heal_spell_clears_bleed() -> None:
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a.conditions.append(BLEEDING)
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result = eng._apply_heal_effect(
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HealEffect(formula=parse_dice("1d8")), a, caster_level=1,
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empower=False, maximize=False,
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empower=False, maximize=False, saved=False,
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)
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assert result == "+5 HP"
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assert a.hp == 55
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@@ -0,0 +1,80 @@
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"""Cure spells damage undead instead of healing (Task 11 conformance).
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SRD "Cure Light Wounds" (spells/cure-light-wounds.md): "Since undead are
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powered by negative energy, this spell deals damage to them instead of curing
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their wounds. An undead creature can apply spell resistance, and can attempt
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a Will save to take half damage." The engine resolves SR upstream and the
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rolled Will save halves the damage here; living targets keep healing exactly
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as before.
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"""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from tests.test_spells import _make_caster, _make_engine, _make_target
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if TYPE_CHECKING:
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from pf1e_simulator.models import Combatant
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def _undead(cid: str = "skeleton", *, hp_max: int = 20) -> Combatant:
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return _make_target(cid=cid, hp_max=hp_max).model_copy(
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update={"creature_type": "undead"}
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)
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def _caster() -> Combatant:
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return _make_caster().model_copy(update={"spells": ["Cure Light Wounds"]})
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class TestCureDamagesUndead:
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"""Given: a level-5 caster (Cure Light Wounds = 1d8+5) and an undead target
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When: the cure spell is delivered
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Then: the undead takes damage instead of healing.
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"""
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def test_failed_save_deals_full_damage(self) -> None:
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"""Given: an undead at 20 hp
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When: cured and it fails the Will save (d20=1), the die rolls 8
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Then: it takes the full 13 damage (8+5) instead of healing."""
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engine, c, t = _make_engine(
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_caster(), _undead(), [1, 8], target_pos=(1, 0), target_side="players"
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)
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engine._cast_spell(c, t, "Cure Light Wounds")
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assert t.hp == 7
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assert any("13 damage (undead)" in line for line in engine._transcript)
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def test_successful_save_halves_the_damage(self) -> None:
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"""Given: an undead at 20 hp
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When: cured and it succeeds the Will save (natural 20), the die rolls 8
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Then: it takes half damage (13 // 2 = 6)."""
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engine, c, t = _make_engine(
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_caster(), _undead(), [20, 8], target_pos=(1, 0), target_side="players"
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)
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engine._cast_spell(c, t, "Cure Light Wounds")
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assert t.hp == 14
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assert any("6 damage (undead)" in line for line in engine._transcript)
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def test_undead_destroyed_by_cure_damage(self) -> None:
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"""Given: an undead at 10 hp
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When: a failed-save cure deals 13 damage
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Then: the undead is destroyed (undead die at hp <= 0)."""
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engine, c, t = _make_engine(
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_caster(), _undead(hp_max=10), [1, 8], target_pos=(1, 0), target_side="players"
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)
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engine._cast_spell(c, t, "Cure Light Wounds")
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assert t.dead is True
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def test_living_target_still_heals(self) -> None:
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"""Given: a living ally at 5/20 hp
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When: cured with a die roll of 8
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Then: it heals 13 hp (behavior unchanged for the living)."""
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engine, c, t = _make_engine(
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_caster(), _make_target(), [1, 8], target_pos=(1, 0), target_side="players"
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)
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t.hp = 5
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engine._cast_spell(c, t, "Cure Light Wounds")
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assert t.hp == 18
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assert any("+13 HP" in line for line in engine._transcript)
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@@ -221,7 +221,7 @@ def test_heal_spell_stabilizes_dying_creature() -> None:
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eng._rng = ScriptedRng([1]) # 1d8 -> 1: only 1 point cured
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result = eng._apply_heal_effect(
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HealEffect(formula=parse_dice("1d8")), s, caster_level=1,
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empower=False, maximize=False,
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empower=False, maximize=False, saved=False,
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)
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assert result == "+1 HP"
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assert s.hp == -2
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@@ -253,7 +253,7 @@ def test_heal_to_positive_hp_does_not_stabilize() -> None:
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eng._rng = ScriptedRng([8])
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eng._apply_heal_effect(
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HealEffect(formula=parse_dice("1d8")), s, caster_level=1,
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empower=False, maximize=False,
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empower=False, maximize=False, saved=False,
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)
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assert s.hp == 5
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assert s.stabilized_hp is None
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