fix(rules): stabilize is a StabilizeEffect that auto-stabilizes a dying creature
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"""Tests for the Stabilize cantrip (SRD spells/stabilize.md).
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Given: the Stabilize cantrip encoding an automatic stabilization of a dying
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creature as a StabilizeEffect
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When: casting on a dying ally / a conscious creature / a dead creature / a
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hostile target / the default policy choosing a spell
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Then: a dying same-side target is stabilized without a save roll (harmless,
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willing target) and stops losing hp until new damage below the stabilized hp
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resumes dying; conscious and dead targets are unaffected; a hostile target
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rolls its Will save (success negates); and default_policy never proposes the
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cantrip (no spell slot, level-0 skipped).
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"""
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from __future__ import annotations
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from pathlib import Path
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from pf1e_simulator.combat import (
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CombatantState,
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CombatEngine,
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_choose_spell_action,
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)
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from pf1e_simulator.dice import parse_dice
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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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)
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from pf1e_simulator.rng import ScriptedRng
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from pf1e_simulator.spells import StabilizeEffect, load_spell_registry
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_SPELLS_DIR = Path(__file__).resolve().parent.parent / "data" / "spells"
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def _make_combatant(
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cid: str, *, casting: bool = False, spells: list[str] | None = None
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="club",
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kind="melee",
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attack_bonus=3,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
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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=4,
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size="Medium",
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=10,
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int_score=18, wis_score=10, cha_score=10,
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),
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hp_max=30,
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ac=ACProfile(total=12, touch=12, flat_footed=12),
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bab=2,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=2, ref=2, will=2),
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attacks=[attack],
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casting_ability="int" if casting else "wis",
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spell_slots={1: 3} if casting else {},
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spells=spells or [],
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)
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def _make_engine(
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queue: list[int],
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*,
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sides: dict[str, str] | None = None,
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positions: dict[str, tuple[int, int]] | None = None,
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combatants: list[Combatant] | None = None,
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) -> CombatEngine:
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roster = combatants or [_make_combatant("hero")]
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side_map = sides or {c.id: "players" for c in roster}
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pos_map = positions or {c.id: (i, 0) for i, c in enumerate(roster)}
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states = [
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CombatantState(
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combatant=c, side=side_map[c.id], pos=pos_map[c.id], hp=c.hp_max
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)
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for c in roster
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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(["." * 12] * 12), legend=legend)
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grid = Grid.from_spec(spec)
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reg = load_spell_registry(_SPELLS_DIR)
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return CombatEngine(ScriptedRng(queue), grid, states, spell_registry=reg)
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class TestStabilizeLoading:
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"""Given: data/spells/stabilize.json
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When: load_spell_registry is called
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Then: Stabilize is a StabilizeEffect cantrip (conjuration, close, Will
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negates (harmless))."""
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def test_stabilize_is_a_stabilize_effect(self) -> None:
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reg = load_spell_registry(_SPELLS_DIR)
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spell = reg["Stabilize"]
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assert len(spell.effects) == 1
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effect = spell.effects[0]
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assert isinstance(effect, StabilizeEffect)
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assert spell.level == 0
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assert spell.school == "conjuration"
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assert spell.range == "close"
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assert spell.save == "will"
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assert spell.harmless is True
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class TestStabilizeCasting:
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"""Given: a caster casting Stabilize
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When: the target is dying / conscious / dead / hostile
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Then: a dying same-side target is stabilized without a save roll
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(harmless, willing target) and stops losing hp; conscious and dead
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targets are unaffected; a hostile target rolls its Will save."""
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def test_stabilizes_dying_ally_without_save_roll(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "players"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = -5
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engine._cast_spell(c, t, "Stabilize")
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assert t.stabilized_hp == -5
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# Saving Throw Will negates (harmless): a willing same-side target
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# forgoes the save, so the cast consumes no d20 from the queue.
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assert len(engine._rng._queue) == 1
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def test_stabilized_creature_stops_losing_hp(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "players"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = -5
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engine._cast_spell(c, t, "Stabilize")
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engine._process_dying(t)
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# Stabilized: no Constitution check, no further hp loss.
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assert t.hp == -5
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assert t.stabilized_hp == -5
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assert len(engine._rng._queue) == 1
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def test_new_damage_below_stabilized_hp_resumes_dying(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "players"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = -5
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engine._cast_spell(c, t, "Stabilize")
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t.hp = -6
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engine._process_dying(t)
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# New damage below the stabilized hp resumes dying: the marker is
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# cleared and the Constitution check is rolled (d20=3 + CON(0) - 6
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# = -3 < DC 10 -> fails, loses 1 hp).
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assert t.stabilized_hp is None
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assert t.hp == -7
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assert len(engine._rng._queue) == 0
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def test_no_effect_on_conscious_creature(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "players"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = 5
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engine._cast_spell(c, t, "Stabilize")
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assert t.stabilized_hp is None
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assert t.hp == 5
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def test_no_effect_on_dead_creature(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "players"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = -12 # below -CON (con 10): dead
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engine._cast_spell(c, t, "Stabilize")
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assert t.stabilized_hp is None
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def test_hostile_target_save_failure_stabilizes(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "monsters"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = -5
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engine._cast_spell(c, t, "Stabilize")
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# d20=3 + will 2 = 5 < DC 14 (10 + level 0 + int 4): save fails, the
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# dying target stabilizes.
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assert t.stabilized_hp == -5
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assert len(engine._rng._queue) == 0
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def test_hostile_target_save_success_negates(self) -> None:
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caster = _make_combatant("caster", casting=True)
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target = _make_combatant("target")
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engine = _make_engine(
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[20],
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sides={"caster": "players", "target": "monsters"},
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positions={"caster": (0, 0), "target": (1, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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t.hp = -5
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engine._cast_spell(c, t, "Stabilize")
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# d20=20 + will 2 = 22 >= DC 14: save succeeds, the spell is negated.
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assert t.stabilized_hp is None
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assert len(engine._rng._queue) == 0
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class TestStabilizePolicy:
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"""Given: the default spell selection
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When: a caster knows Stabilize (cantrip)
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Then: _choose_spell_action never proposes it (no spell slot, level-0
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skipped, and StabilizeEffect is neither a heal nor a buff)."""
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def test_choose_spell_action_never_proposes_stabilize(self) -> None:
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caster = _make_combatant("caster", casting=True, spells=["Stabilize"])
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target = _make_combatant("target")
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engine = _make_engine(
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[3],
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sides={"caster": "players", "target": "monsters"},
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positions={"caster": (0, 0), "target": (5, 0)},
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combatants=[caster, target],
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)
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c, t = engine.states
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assert _choose_spell_action(engine, c, t) is None
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