feat(rules): skill-check subsystem foundation - public skill_check helper (d20 + ranks + ability + trained-class-skill +3 + armor check penalty + typed bonuses, one-shot skill track discharged, no natural 1/20 auto-success/fail per SRD Skill Checks), resolve_skill delegates to it, class-skill +3 now requires invested ranks (Table 4-2 Trained Class Skill row), 8 tests
This commit is contained in:
@@ -1277,6 +1277,20 @@ class SaveResult:
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dc: int
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@dataclass(frozen=True)
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class SkillCheckResult:
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"""Outcome of one d20 skill check: the raw die and the full total.
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No success/failure verdict lives here - a skill check only succeeds
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against a DC (``CombatEngine.resolve_skill``) or against an opposing
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check (CRB "Skill Checks": "the attempt is successful if your check
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result exceeds the result of the target").
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"""
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roll: int
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total: int
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@dataclass(frozen=True)
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class Action:
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"""What a policy wants a combatant to do this turn.
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@@ -4085,28 +4099,51 @@ class CombatEngine:
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success = roll != _NATURAL_ONE and (roll == _NATURAL_TWENTY or total >= dc)
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return SaveResult(success=success, roll=roll, total=total, dc=dc)
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def resolve_skill(
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self, state: CombatantState, skill: str, dc: int
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) -> SaveResult:
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"""Roll a skill check against ``dc``."""
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def skill_check(
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self,
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state: CombatantState,
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skill: str,
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*,
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extra_mods: tuple[StatModifier, ...] = (),
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) -> SkillCheckResult:
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"""Roll one d20 skill check: d20 + ranks + ability mod + class-skill
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+3 (trained class skills only) + armor check penalty + every typed
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bonus/penalty the effect system carries for the skill (trait, feat,
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condition, circumstance - all through ``_skill_static_bonus``).
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PF1e (CRB "Skill Checks", KB rules/prpg-core-rulebook/skill-checks.md):
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"you roll 1d20 and then add your ranks and the appropriate ability
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score modifier"; "If the skill you're using is a class skill (and you
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have invested ranks into that skill), you gain a +3 bonus"; "Armor
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check penalty applies to all Strength- and Dexterity-based skill
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checks". A skill check has NO natural 1/20 auto-fail/auto-success -
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the SRD grants those overrides to attack rolls, saves and combat
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maneuver checks only; success is purely "result equal to or greater
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than the DC". A PF1e one-shot skill bonus (SRD spells/guidance.md,
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skill track) discharges on this roll (stacked by bonus type).
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"""
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roll = self._rng.d20()
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# PF1e one-shot skill bonus (SRD spells/guidance.md, skill track):
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# the first skill check discharges it (stacked by bonus type).
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shot = self._discharge_one_shot(state, "skill")
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extra: tuple[StatModifier, ...] = ()
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extra = list(extra_mods)
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if shot is not None:
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if not is_stat_target(skill):
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msg = f"Unknown skill: {skill}"
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raise ValueError(msg)
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extra = (
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StatModifier(target=skill, value=shot.value, bonus_type=shot.bonus_type),
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extra.append(
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StatModifier(target=skill, value=shot.value, bonus_type=shot.bonus_type)
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)
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bonus = self._skill_static_bonus(state, skill, extra_mods=extra)
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total = roll + bonus
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bonus = self._skill_static_bonus(state, skill, extra_mods=tuple(extra))
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return SkillCheckResult(roll=roll, total=roll + bonus)
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def resolve_skill(
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self, state: CombatantState, skill: str, dc: int
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) -> SaveResult:
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"""Roll a skill check against ``dc``."""
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check = self.skill_check(state, skill)
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# Natural 1/20 are not auto-fail/success for skills
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success = total >= dc
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return SaveResult(success=success, roll=roll, total=total, dc=dc)
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return SaveResult(
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success=check.total >= dc, roll=check.roll, total=check.total, dc=dc
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)
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def _skill_static_bonus(
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self,
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@@ -4123,8 +4160,12 @@ class CombatEngine:
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skill_rank = state.combatant.skills.get(skill, None)
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rank = skill_rank.rank if skill_rank else 0
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# Class skill bonus
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class_bonus = 3 if skill_rank and skill_rank.class_skill else 0
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# Class skill bonus. CRB "Skill Checks" (KB rules/prpg-core-rulebook/
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# skill-checks.md): "If the skill you're using is a class skill (and
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# you have invested ranks into that skill), you gain a +3 bonus" -
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# Table 4-2 names the row "Trained Class Skill": an untrained class
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# skill gets NO synergy bonus.
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class_bonus = 3 if skill_rank and skill_rank.class_skill and rank > 0 else 0
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# Armor check penalty
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armor_penalty = skill_rank.armor_penalty if skill_rank else 0
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if armor_penalty and skill_spec.armor_check_penalty:
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@@ -0,0 +1,184 @@
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"""PF1e skill-check subsystem (SRD "Skill Checks" conformance).
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KB rules/prpg-core-rulebook/skill-checks.md:
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- "you roll 1d20 and then add your ranks and the appropriate ability score
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modifier"; Table 4-2 row "Trained Class Skill" adds +3 ONLY when ranks are
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invested; "Armor check penalty applies to all Strength- and Dexterity-based
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skill checks".
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- Success is purely "result equal to or greater than the DC" - a skill check
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has NO natural 1/20 auto-fail/auto-success (those overrides belong to
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attack rolls, saving throws and combat maneuver checks).
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- Opposed checks: "the attempt is successful if your check result exceeds
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the result of the target".
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CombatEngine.skill_check is the public d20 + full-static-bonus helper every
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in-combat skill use (tumble, hide) rolls through; resolve_skill is the
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DC-checking wrapper.
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"""
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from __future__ import annotations
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import pytest
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.effects import ActiveOneShot
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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SkillRank,
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)
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from pf1e_simulator.rng import ScriptedRng
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def _combatant(
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cid: str,
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*,
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dex: int = 10,
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wis: int = 10,
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skills: dict[str, SkillRank] | None = None,
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) -> Combatant:
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sword = AttackSpec(
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id=f"{cid}-sword",
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name="short sword",
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kind="melee",
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attack_bonus=1,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])],
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)
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return Combatant(
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id=cid,
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name=cid,
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level=1,
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size="Medium",
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abilities=AbilityScores(
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str_score=10,
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dex_score=dex,
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con_score=10,
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int_score=10,
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wis_score=wis,
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cha_score=10,
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),
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hp_max=20,
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ac=ACProfile(total=10, touch=10, flat_footed=10),
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bab=1,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[sword],
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skills=skills or {},
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)
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def _engine(rolls: list[int], *combatants: Combatant) -> CombatEngine:
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states = [
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CombatantState(combatant=c, side=f"s{i}", pos=(i, 0), hp=c.hp_max)
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for i, c in enumerate(combatants)
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]
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
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return CombatEngine(ScriptedRng(rolls), Grid.from_spec(spec), states)
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def _state(engine: CombatEngine, cid: str) -> CombatantState:
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return next(s for s in engine._states if s.combatant.id == cid)
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# ── the total: d20 + ranks + ability + class-skill +3 + armor penalty ────────
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def test_skill_check_total_is_d20_plus_ranks_ability_class_and_armor() -> None:
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hero = _combatant(
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"hero",
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dex=14,
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skills={"acrobatics": SkillRank(rank=4, class_skill=True, armor_penalty=2)},
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)
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engine = _engine([11], hero)
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check = engine.skill_check(_state(engine, "hero"), "acrobatics")
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# 11 + 4 ranks + 2 Dex + 3 trained class skill - 2 armor check penalty.
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assert check.roll == 11
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assert check.total == 18
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def test_untrained_class_skill_gets_no_synergy_bonus() -> None:
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# Table 4-2 grants +3 on the "Trained Class Skill" row only: a class
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# skill with zero invested ranks adds nothing beyond the ability mod.
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hero = _combatant("hero", dex=14, skills={"acrobatics": SkillRank(rank=0, class_skill=True)})
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engine = _engine([10], hero)
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check = engine.skill_check(_state(engine, "hero"), "acrobatics")
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assert check.total == 12
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def test_skill_check_consumes_exactly_one_d20() -> None:
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hero = _combatant("hero", dex=16)
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engine = _engine([7, 99], hero)
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check = engine.skill_check(_state(engine, "hero"), "stealth")
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assert check.roll == 7
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# The next roll of the shared stream is untouched by the check.
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assert engine._rng.d20() == 99
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# ── no natural 1/20 auto-fail/auto-success ───────────────────────────────────
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def test_natural_20_does_not_auto_succeed_a_skill_check() -> None:
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hero = _combatant("hero")
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engine = _engine([20], hero)
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result = engine.resolve_skill(_state(engine, "hero"), "perception", 25)
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assert result.roll == 20
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assert not result.success
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def test_natural_1_can_still_succeed_a_skill_check_on_bonus() -> None:
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hero = _combatant(
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"hero",
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wis=20,
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skills={"perception": SkillRank(rank=5, class_skill=True)},
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)
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engine = _engine([1], hero)
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result = engine.resolve_skill(_state(engine, "hero"), "perception", 13)
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# 1 + 5 ranks + 5 Wis + 3 trained class skill = 14 >= 13: RAW success.
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assert result.total == 14
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assert result.success
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def test_resolve_skill_delegates_to_the_same_bonus_pipeline() -> None:
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hero = _combatant("hero", dex=12, skills={"acrobatics": SkillRank(rank=2, class_skill=True)})
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engine = _engine([5], hero)
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s = _state(engine, "hero")
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resolved = engine.resolve_skill(s, "acrobatics", 10)
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assert resolved.roll == 5
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assert resolved.total == 5 + 2 + 1 + 3
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# ── one-shot skill charges discharge through skill_check ─────────────────────
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def test_skill_check_discharges_the_one_shot_skill_charge() -> None:
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hero = _combatant("hero")
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engine = _engine([10], hero)
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s = _state(engine, "hero")
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s.one_shot_bonuses.append(
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ActiveOneShot(
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track="skill",
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value=1,
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bonus_type="competence",
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rounds_left=1,
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source="spell: guidance",
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)
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)
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check = engine.skill_check(s, "perception")
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assert check.total == 11
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assert s.one_shot_bonuses == []
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def test_unknown_skill_raises() -> None:
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hero = _combatant("hero")
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engine = _engine([10], hero)
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with pytest.raises(ValueError, match="Unknown skill"):
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engine.skill_check(_state(engine, "hero"), "baking")
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