feat(data): wire all 55 PC feats
This commit is contained in:
@@ -8,13 +8,14 @@ as-is.
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Feat names are matched case-insensitively. Known feats (Power Attack,
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Iron Will, Weapon Focus, Toughness, etc.) map to their ``AbilitySpec``
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constants. Unknown feat names produce a minimal ``AbilitySpec`` with no
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mechanical effects — the data is preserved for future implementation.
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constants. Unmatched feat names produce a traced no-op (debug log +
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minimal ``AbilitySpec``) so no name silently disappears.
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"""
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from __future__ import annotations
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import json
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import logging
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import re
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from typing import TYPE_CHECKING
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@@ -26,20 +27,66 @@ if TYPE_CHECKING:
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from pf1e_simulator.loaders.foundry import Json
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from pf1e_simulator.abilities import (
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ADOPTED,
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ALERTNESS,
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AMBITIOUS,
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ARMOR_PROFICIENCY_LIGHT,
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ARMOR_PROFICIENCY_MEDIUM,
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AXE_TO_GRIND,
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BITTER,
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BORN_DAMNED,
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BREEZE_KISSED,
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BREW_POTION,
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COMBAT_REFLEXES,
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CRAFT_WONDROUS_ITEM,
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DAZZLING_DISPLAY,
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DODGE,
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ESCHEW_MATERIALS,
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EXALTED_SOCIETY,
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EXTRA_HEX,
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EXTREMELY_FASHIONABLE,
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FATES_FAVORED,
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FEY_TOUCHED,
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FOCUSED_STUDY,
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FORTIFIED_DRINKER,
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FRIENDLY_FACE,
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GIFTED_ADEPT,
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GREAT_FORTITUDE,
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GUNSMITHING,
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HALF_FORGOTTEN_SECRETS,
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HARMONIC_SPELL,
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IRON_WILL,
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LARGER_THAN_LIFE,
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LIGHTNING_REFLEXES,
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LIKE_THE_WIND,
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LONELY,
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MAW_OR_CLAW,
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MOUNTED_COMBAT,
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PINGRE,
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POINT_BLANK_SHOT,
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POWER_ATTACK,
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PRECISE_SHOT,
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PREHENSILE_TAIL,
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RAPID_RELOAD,
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SACRED_SUMS,
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SCALED_SKIN_ELECTRICITY,
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SELECTIVE_CHANNELING,
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SKILL_FOCUS_PERCEPTION,
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SPELL_VULNERABILITY_DIVINATION,
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STEALTH_SYNERGY,
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SUMMON_GOOD_MONSTER,
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THOROUGHBRED,
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VAGABOND_CHILD,
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WEAPON_FINESSE,
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WHISPERING_WIND,
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AbilitySpec,
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toughness,
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weapon_focus,
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)
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from pf1e_simulator.models import Combatant
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logger = logging.getLogger(__name__)
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# ── Feat lookup ────────────────────────────────────────────────────────────────
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_WEAPON_FOCUS_RE = re.compile(r"^Weapon Focus \((.+)\)$", re.IGNORECASE)
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@@ -53,16 +100,64 @@ _KNOWN_FEATS: dict[str, AbilitySpec] = {
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"point-blank shot": POINT_BLANK_SHOT,
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"precise shot": PRECISE_SHOT,
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"dodge": DODGE,
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"mounted combat": MOUNTED_COMBAT,
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"stealth synergy": STEALTH_SYNERGY,
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"adopted": ADOPTED,
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"thoroughbred": THOROUGHBRED,
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"thoroughbred (human; keleshite)": THOROUGHBRED,
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"vagabond child (urban)": VAGABOND_CHILD,
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"whispering wind": WHISPERING_WIND,
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"breeze-kissed": BREEZE_KISSED,
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"like the wind": LIKE_THE_WIND,
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"friendly face": FRIENDLY_FACE,
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"fey-touched": FEY_TOUCHED,
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"combat reflexes": COMBAT_REFLEXES,
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"armor proficiency (light)": ARMOR_PROFICIENCY_LIGHT,
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"armor proficiency (medium)": ARMOR_PROFICIENCY_MEDIUM,
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"harmonic spell": HARMONIC_SPELL,
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"weapon finesse": WEAPON_FINESSE,
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"axe to grind (combat)": AXE_TO_GRIND,
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"spell vulnerability (divination; drawback)": SPELL_VULNERABILITY_DIVINATION,
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"born damned (race: tiefling)": BORN_DAMNED,
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"gifted adept (dispel magic; magic)": GIFTED_ADEPT,
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"prehensile tail (tiefling daemon-spawn)": PREHENSILE_TAIL,
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"scaled skin (electricity) (tiefling daemon-spawn)": SCALED_SKIN_ELECTRICITY,
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"maw or claw (bite) (tiefling daemon-spawn)": MAW_OR_CLAW,
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"brew potion": BREW_POTION,
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"craft wondrous item": CRAFT_WONDROUS_ITEM,
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"extra hex": EXTRA_HEX,
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"eschew materials": ESCHEW_MATERIALS,
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"half-forgotten secrets (dhampir; ajibachana)": HALF_FORGOTTEN_SECRETS,
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"pingre": PINGRE,
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"summon good monster": SUMMON_GOOD_MONSTER,
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"sacred summons": SACRED_SUMS,
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"selective channeling": SELECTIVE_CHANNELING,
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"extremely fashionable": EXTREMELY_FASHIONABLE,
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"exalted of the society (cleric, pathfinder society)": EXALTED_SOCIETY,
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"bitter": BITTER,
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"ambitious": AMBITIOUS,
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"rapid reload (pistol)": RAPID_RELOAD,
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"gunsmithing": GUNSMITHING,
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"skill focus (perception)": SKILL_FOCUS_PERCEPTION,
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"dazzling display": DAZZLING_DISPLAY,
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"fortified drinker (cayden cailean)": FORTIFIED_DRINKER,
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"fate's favored": FATES_FAVORED,
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"lonely": LONELY,
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"larger than life": LARGER_THAN_LIFE,
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"focused study (trait racial humain \u2014 remplace le bonus feat)": FOCUSED_STUDY,
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}
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# Feat names with no combat-mechanical definition (flavor / race descriptors / jokes).
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# These are resolved to traced no-ops so the loader never silently drops a name.
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_NOOP_FEATS: frozenset[str] = frozenset({
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"6. vert - yes mistress",
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"animal (race)",
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"drake (race)",
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"orange - lazy ass",
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})
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def _resolve_feat(name: str, level: int) -> AbilitySpec:
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"""Resolve a feat name string to an AbilitySpec.
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Known feats → their constant. Toughness → factory with level.
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Weapon Focus (X) → factory with weapon name. Unknown feats → minimal
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AbilitySpec with no effects (data preserved for future implementation).
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"""
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stripped = name.strip()
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lower = stripped.lower()
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if lower in _KNOWN_FEATS:
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@@ -72,6 +167,10 @@ def _resolve_feat(name: str, level: int) -> AbilitySpec:
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wf_match = _WEAPON_FOCUS_RE.match(stripped)
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if wf_match:
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return weapon_focus(wf_match.group(1))
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if lower in _NOOP_FEATS:
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logger.debug("feat traced-noop: %r", stripped)
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return AbilitySpec(name=stripped, category="feat")
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logger.debug("feat unmatched (no definition): %r", stripped)
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return AbilitySpec(name=stripped, category="feat")
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@@ -0,0 +1,184 @@
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"""Feat resolution for the 8 PC data files.
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Every feature name string in each ``data/pcs/*.json`` file must resolve to a
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real ``AbilitySpec`` (real effects where modeled, otherwise an attested traced
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no-op) — never a silently empty spec. This test proves no feat in the 8 PCs is
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silently unimplemented.
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"""
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from __future__ import annotations
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import json
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from pathlib import Path
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from pf1e_simulator.abilities import (
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COMBAT_REFLEXES,
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MOUNTED_COMBAT,
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POINT_BLANK_SHOT,
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)
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from pf1e_simulator.loaders.combatant import (
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_KNOWN_FEATS,
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_NOOP_FEATS,
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_resolve_feat,
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)
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PC_FILES = [
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"data/pcs/esha.json",
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"data/pcs/harvie.json",
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"data/pcs/ierlieth.json",
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"data/pcs/jeanne.json",
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"data/pcs/misty.json",
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"data/pcs/nairda.json",
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"data/pcs/oni.json",
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"data/pcs/tammara.json",
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]
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def _pcs_features() -> set[str]:
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names: set[str] = set()
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for path in PC_FILES:
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with Path(path).open(encoding="utf-8") as handle:
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data = json.load(handle)
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for feat in data.get("features", []):
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if isinstance(feat, str) and feat.strip():
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names.add(feat.strip())
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return names
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def _all_feature_names() -> list[tuple[str, str, int]]:
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rows: list[tuple[str, str, int]] = []
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for path in PC_FILES:
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with Path(path).open(encoding="utf-8") as handle:
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data = json.load(handle)
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for feat in data.get("features", []):
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if isinstance(feat, str) and feat.strip():
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level = data.get("level", 1)
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rows.append((path, feat.strip(), level if isinstance(level, int) else 1))
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return rows
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def test_55_unique_feature_names_across_8_pcs() -> None:
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assert len(_pcs_features()) == 55
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def test_no_feat_in_8_pcs_is_silently_unresolved() -> None:
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"""Every feature either maps to a known spec or is an attested traced-no-op.
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This is the core acceptance: no feat in the 8 JSONs is silently
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unimplemented (an unmatched name would be a silent empty spec).
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"""
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unresolved = []
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for path, name, level in _all_feature_names():
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spec = _resolve_feat(name, level)
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lower = name.lower()
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if lower in _KNOWN_FEATS:
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expected = _KNOWN_FEATS[lower].name
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elif lower == "toughness":
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expected = "Toughness"
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elif lower.startswith("weapon focus (") or lower in _NOOP_FEATS:
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expected = name
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else:
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unresolved.append(name)
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continue
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assert spec.name == expected, f"{path}: {name!r} -> {spec.name!r} != {expected!r}"
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assert unresolved == [], (
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f"{len(unresolved)} feats silently unresolved: {sorted(set(unresolved))}"
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)
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def test_spot_check_real_effects() -> None:
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assert _resolve_feat("Point-Blank Shot", 1) is POINT_BLANK_SHOT
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assert POINT_BLANK_SHOT.effects != ()
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assert _resolve_feat("Combat Reflexes", 1) is COMBAT_REFLEXES
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assert _resolve_feat("Mounted Combat", 1) is MOUNTED_COMBAT
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assert MOUNTED_COMBAT.effects != ()
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def test_spot_check_weapon_focus_pistol() -> None:
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spec = _resolve_feat("Weapon Focus (Pistol)", 1)
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assert spec.name == "Weapon Focus (Pistol)"
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assert any("Pistol" in str(e.weapon_filter) for e in spec.effects)
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def test_spot_check_toughness_level_tied() -> None:
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spec = _resolve_feat("Toughness", 5)
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assert spec.name == "Toughness"
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assert any(e.value == 5 for e in spec.effects)
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# ── Expected mapping table (name -> resolved display name or traced-no-op) ─────
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_EXPECTED_RESOLUTION: dict[str, str] = {
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"6. Vert - Yes Mistress": "6. Vert - Yes Mistress",
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"Adopted": "Adopted",
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"Alertness": "Alertness",
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"Ambitious": "Ambitious",
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"Animal (race)": "Animal (race)",
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"Armor Proficiency (Light)": "Armor Proficiency (Light)",
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"Armor Proficiency (Medium)": "Armor Proficiency (Medium)",
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"Axe to Grind (combat)": "Axe to Grind",
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"Bitter": "Bitter",
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"Born Damned (race: tiefling)": "Born Damned (race: tiefling)",
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"Breeze-Kissed": "Breeze-Kissed",
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"Brew Potion": "Brew Potion",
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"Combat Reflexes": "Combat Reflexes",
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"Craft Wondrous Item": "Craft Wondrous Item",
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"Dazzling Display": "Dazzling Display",
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"Drake (race)": "Drake (race)",
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"Eschew Materials": "Eschew Materials",
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"Exalted of the Society (Cleric, Pathfinder Society)": (
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"Exalted of the Society (Cleric, Pathfinder Society)"
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),
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"Extra Hex": "Extra Hex",
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"Extremely Fashionable": "Extremely Fashionable",
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"Fate's Favored": "Fate's Favored",
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"Fey-touched": "Fey-touched",
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"Focused Study (trait racial humain — remplace le bonus feat)": "Focused Study",
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"Fortified Drinker (Cayden Cailean)": "Fortified Drinker (Cayden Cailean)",
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"Friendly Face": "Friendly Face",
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"Gifted Adept (dispel magic; magic)": "Gifted Adept (dispel magic; magic)",
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"Gunsmithing": "Gunsmithing",
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"Half-Forgotten Secrets (Dhampir; Ajibachana)": "Half-Forgotten Secrets (Dhampir; Ajibachana)",
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"Harmonic Spell": "Harmonic Spell",
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"Larger Than Life": "Larger Than Life",
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"Like the Wind": "Like the Wind",
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"Lonely": "Lonely",
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"Maw or Claw (Bite) (tiefling daemon-spawn)": "Maw or Claw (Bite) (tiefling daemon-spawn)",
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"Mounted Combat": "Mounted Combat",
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"Orange - Lazy Ass": "Orange - Lazy Ass",
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"Pingre": "Pingre",
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"Point-Blank Shot": "Point-Blank Shot",
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"Power Attack": "Power Attack",
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"Precise Shot": "Precise Shot",
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"Prehensile Tail (tiefling daemon-spawn)": "Prehensile Tail (tiefling daemon-spawn)",
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"Rapid Reload (Pistol)": "Rapid Reload (Pistol)",
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"Sacred Summons": "Sacred Summons",
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"Scaled Skin (electricity) (tiefling daemon-spawn)": (
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"Scaled Skin (electricity) (tiefling daemon-spawn)"
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),
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"Selective Channeling": "Selective Channeling",
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"Skill Focus (Perception)": "Skill Focus (Perception)",
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"Spell Vulnerability (divination; drawback)": "Spell Vulnerability (divination; drawback)",
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"Stealth Synergy": "Stealth Synergy",
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"Summon Good Monster": "Summon Good Monster",
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"Thoroughbred": "Thoroughbred",
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"Thoroughbred (Human; Keleshite)": "Thoroughbred",
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"Toughness": "Toughness",
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"Vagabond Child (Urban)": "Vagabond Child",
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"Weapon Finesse": "Weapon Finesse",
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"Weapon Focus (Pistol)": "Weapon Focus (Pistol)",
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"Whispering Wind": "Whispering Wind",
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}
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def test_every_pc_feature_resolves_to_expected_spec() -> None:
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"""The full 55-name mapping table is satisfied by the loader."""
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for name, expected_name in _EXPECTED_RESOLUTION.items():
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spec = _resolve_feat(name, 1)
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assert spec.name == expected_name, (
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f"{name!r} resolved to {spec.name!r}, expected {expected_name!r}"
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)
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def test_mapping_table_covers_exactly_the_8_pc_feats() -> None:
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assert set(_EXPECTED_RESOLUTION) == _pcs_features()
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