fix(rules): stabilize is a StabilizeEffect that auto-stabilizes a dying creature
This commit is contained in:
@@ -7,6 +7,10 @@
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"harmless": true,
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"base_dc": 10,
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"cast_time": "standard",
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"effects": [],
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"description": "SRD spells/stabilize.md: a cantrip - you target one living creature with -1 or fewer hit points and it is automatically stabilized, taking no further hp loss until it takes damage again. Will negates (harmless). Deferred: the dying/stabilization track (stabilized_hp, set only by _process_dying and healing) is not exposed to the spell-effect system, and the pre-cast gate rejects inactive (hp < 0) targets, so no spell can currently reach a dying creature; a zero-heal HealEffect hack would additionally stop bleeding, which the RAW stabilize does not do. No combat effect encoded."
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"effects": [
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{
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"type": "stabilize"
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}
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],
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"description": "SRD spells/stabilize.md: a cantrip - you target one living creature with -1 or fewer hit points and it is automatically stabilized, taking no further hp loss until it takes damage again. Will negates (harmless)."
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}
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@@ -150,6 +150,7 @@ from pf1e_simulator.spells import (
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RecurringDamageSpec,
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SaveType,
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SpellEffect,
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StabilizeEffect,
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SummonEffect,
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TempHpEffect,
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close_range_ft,
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@@ -469,10 +470,22 @@ def _damage_effect_summary(effect: DamageEffect | PenaltyEffect, tags: list[str]
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return " ".join(parts)
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def _simple_effect_summary(
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effect: OneShotEffect | TempHpEffect | StabilizeEffect,
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) -> str:
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if isinstance(effect, OneShotEffect):
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return (
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f"one-shot +{effect.value} {effect.bonus_type} on {effect.track}"
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)
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if isinstance(effect, TempHpEffect):
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return f"temp hp +{effect.amount} ({effect.duration_rounds}r)"
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return "stabilize"
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def _non_damage_effect_summary(
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effect: (
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ConditionEffect | HealEffect | BuffEffect | AreaEffect | SummonEffect
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| OneShotEffect | TempHpEffect
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| OneShotEffect | TempHpEffect | StabilizeEffect
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)
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) -> str:
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if isinstance(effect, ConditionEffect):
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@@ -483,12 +496,8 @@ def _non_damage_effect_summary(
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return f"area {effect.radius_ft}ft"
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if isinstance(effect, SummonEffect):
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return f"summon {effect.creature}"
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if isinstance(effect, (OneShotEffect, TempHpEffect)):
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return (
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f"one-shot +{effect.value} {effect.bonus_type} on {effect.track}"
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if isinstance(effect, OneShotEffect)
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else f"temp hp +{effect.amount} ({effect.duration_rounds}r)"
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)
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if isinstance(effect, (OneShotEffect, TempHpEffect, StabilizeEffect)):
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return _simple_effect_summary(effect)
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return f"buff {effect.duration_rounds}r"
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@@ -6904,7 +6913,12 @@ class CombatEngine:
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caster, spell, spell_name, center_pos, has_area=has_area
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)
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return not point_ok
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if not target.active:
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if not target.active and not any(
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isinstance(e, StabilizeEffect) for e in spell.effects
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):
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# Stabilize (SRD spells/stabilize.md) targets a living creature
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# at -1 or fewer hit points — an inactive state every other spell
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# cannot reach, so it alone bypasses the active-target gate.
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return True
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dist_ft = self.creature_distance(caster, target) * _SQUARE_FT
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if dist_ft > spell_range_ft(spell, caster.combatant.level):
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@@ -7155,7 +7169,7 @@ class CombatEngine:
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self,
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effect: (
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DamageEffect | ConditionEffect | HealEffect | BuffEffect
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| PenaltyEffect | OneShotEffect | TempHpEffect
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| PenaltyEffect | OneShotEffect | TempHpEffect | StabilizeEffect
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),
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target: CombatantState,
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caster_live: _LiveStats,
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@@ -7193,8 +7207,8 @@ class CombatEngine:
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effect, target, caster=caster, saved=saved,
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empower=empower, maximize=maximize, spell_name=spell_name,
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)
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if isinstance(effect, (OneShotEffect, TempHpEffect)):
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return self._apply_grant_effect(
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if isinstance(effect, (OneShotEffect, TempHpEffect, StabilizeEffect)):
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return self._apply_simple_effect(
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effect, target, saved=saved, spell_name=spell_name,
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)
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return self._apply_buff_effect(
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@@ -7202,9 +7216,9 @@ class CombatEngine:
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caster_level=caster.combatant.level,
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)
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def _apply_grant_effect(
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def _apply_simple_effect(
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self,
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effect: OneShotEffect | TempHpEffect,
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effect: OneShotEffect | TempHpEffect | StabilizeEffect,
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target: CombatantState,
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*,
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saved: bool,
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@@ -7214,7 +7228,28 @@ class CombatEngine:
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return self._apply_one_shot_effect(
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effect, target, saved=saved, spell_name=spell_name,
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)
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if isinstance(effect, TempHpEffect):
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return self._apply_temp_hp_effect(effect, target, saved=saved)
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return self._apply_stabilize_effect(target, saved=saved)
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def _apply_stabilize_effect(
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self, target: CombatantState, *, saved: bool
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) -> str:
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"""Stabilize a dying creature (SRD spells/stabilize.md).
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The spell targets a living creature at -1 or fewer hit points and
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automatically stabilizes it: stabilized_hp is set to the target's
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current hp, the same marker a successful Constitution check writes in
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_process_dying, so the per-round hp loss stops. New damage below that
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hp clears the marker and the creature resumes dying normally; a
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creature at hp >= 0 or dead is unaffected.
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"""
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if saved:
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return "stabilize negated"
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if target.dead or target.hp >= 0:
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return "stabilize no effect"
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target.stabilized_hp = target.hp
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return f"stabilized (hp {target.hp})"
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def _apply_one_shot_effect(
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self, effect: OneShotEffect, target: CombatantState, *, saved: bool, spell_name: str
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@@ -303,6 +303,22 @@ class TempHpEffect:
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duration_rounds: int
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@dataclass(frozen=True)
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class StabilizeEffect:
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"""PF1e stabilize (SRD spells/stabilize.md: "you target a living creature
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that has -1 or fewer hit points. That creature is automatically stabilized
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and does not lose any further hit points").
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The engine's dying track already carries the stabilization marker
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(``CombatantState.stabilized_hp``, written by a successful Constitution
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check in ``_process_dying``); the spell writes the same marker at the
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target's current hp. The marker stops the per-round hp loss while
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``hp >= stabilized_hp`` and is cleared by new damage below it, so the
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creature "continues dying normally" (SRD) after being hurt again. A
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creature at hp >= 0 or dead is unaffected.
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"""
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@dataclass(frozen=True)
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class PenaltyEffect:
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"""PF1e rolled ability penalty (SRD Ray of Enfeeblement).
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@@ -385,6 +401,7 @@ class SummonEffect:
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SpellEffect = (
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DamageEffect | ConditionEffect | HealEffect | BuffEffect
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| PenaltyEffect | AreaEffect | SummonEffect | OneShotEffect | TempHpEffect
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| StabilizeEffect
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)
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@@ -801,6 +818,13 @@ def _parse_temp_hp_effect(effect: dict[str, Json]) -> TempHpEffect:
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return TempHpEffect(amount=amount, duration_rounds=duration)
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def _parse_stabilize_effect(effect: dict[str, Json]) -> StabilizeEffect:
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if effect.keys() - {"type"}:
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msg = f"stabilize effect takes no fields, got {sorted(effect.keys() - {'type'})}"
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raise ValueError(msg)
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return StabilizeEffect()
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def _parse_penalty_effect(effect: dict[str, Json]) -> PenaltyEffect:
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flat_raw = effect.get("scaling_flat")
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scaling_flat = None if flat_raw is None else _parse_flat_scaling(flat_raw)
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@@ -855,6 +879,7 @@ _EFFECT_PARSERS: dict[str, Callable[[dict[str, Json]], SpellEffect]] = {
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"buff": _parse_buff_effect,
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"one_shot": _parse_one_shot_effect,
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"temp_hp": _parse_temp_hp_effect,
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"stabilize": _parse_stabilize_effect,
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"penalty": _parse_penalty_effect,
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"area": _parse_area_effect,
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"summon": _parse_summon_effect,
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@@ -27,6 +27,7 @@ from pf1e_simulator.spells import (
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PenaltyEffect,
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SpellEffect,
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SpellSpec,
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StabilizeEffect,
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SummonEffect,
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TempHpEffect,
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load_spell,
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@@ -84,6 +85,7 @@ _EFFECT_TYPES = (
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PenaltyEffect,
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AreaEffect,
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SummonEffect,
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StabilizeEffect,
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TempHpEffect,
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)
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@@ -0,0 +1,256 @@
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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:
|
||||
caster = _make_combatant("caster", casting=True)
|
||||
target = _make_combatant("target")
|
||||
engine = _make_engine(
|
||||
[20],
|
||||
sides={"caster": "players", "target": "monsters"},
|
||||
positions={"caster": (0, 0), "target": (1, 0)},
|
||||
combatants=[caster, target],
|
||||
)
|
||||
c, t = engine.states
|
||||
t.hp = -5
|
||||
engine._cast_spell(c, t, "Stabilize")
|
||||
# d20=20 + will 2 = 22 >= DC 14: save succeeds, the spell is negated.
|
||||
assert t.stabilized_hp is None
|
||||
assert len(engine._rng._queue) == 0
|
||||
|
||||
|
||||
class TestStabilizePolicy:
|
||||
"""Given: the default spell selection
|
||||
When: a caster knows Stabilize (cantrip)
|
||||
Then: _choose_spell_action never proposes it (no spell slot, level-0
|
||||
skipped, and StabilizeEffect is neither a heal nor a buff)."""
|
||||
|
||||
def test_choose_spell_action_never_proposes_stabilize(self) -> None:
|
||||
caster = _make_combatant("caster", casting=True, spells=["Stabilize"])
|
||||
target = _make_combatant("target")
|
||||
engine = _make_engine(
|
||||
[3],
|
||||
sides={"caster": "players", "target": "monsters"},
|
||||
positions={"caster": (0, 0), "target": (5, 0)},
|
||||
combatants=[caster, target],
|
||||
)
|
||||
c, t = engine.states
|
||||
assert _choose_spell_action(engine, c, t) is None
|
||||
Reference in New Issue
Block a user