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pf1e-simulator/tests/test_saves.py
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"""Tests for saving throws: fort/ref/will, natural 1/20, effect modifiers."""
from __future__ import annotations
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.effects import StatModifier
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
def _make_saves_combatant(
cid: str, *, fort: int = 0, ref: int = 0, will: int = 0
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="unarmed",
kind="melee",
attack_bonus=0,
damage=[DamageComponent(formula=parse_dice("1d4"), types=["bludgeoning"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=10,
ac=ACProfile(total=15, touch=15, flat_footed=15),
bab=0,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=fort, ref=ref, will=will),
attacks=[attack],
)
def _make_engine_with_state(
combatant: Combatant, queue: list[int]
) -> tuple[CombatEngine, CombatantState]:
state = CombatantState(combatant=combatant, side="players", pos=(0, 0), hp=10)
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
grid = Grid.from_spec(spec)
engine = CombatEngine(ScriptedRng(queue), grid, [state])
return engine, state
# ── Basic success/failure ─────────────────────────────────────────────────────
class TestSaveBasic:
"""Given: a combatant with known saves and a scripted RNG
When: resolve_save is called
Then: returns correct success/failure based on roll + base vs DC."""
def test_fort_save_success(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [10])
result = engine.resolve_save(state, "fort", dc=12)
assert result.success is True
assert result.roll == 10
assert result.total == 15
def test_fort_save_failure(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [3])
result = engine.resolve_save(state, "fort", dc=12)
assert result.success is False
assert result.roll == 3
assert result.total == 8
def test_ref_save_success(self) -> None:
hero = _make_saves_combatant("hero", ref=4)
engine, state = _make_engine_with_state(hero, [14])
result = engine.resolve_save(state, "ref", dc=15)
assert result.success is True
assert result.total == 18
def test_will_save_failure(self) -> None:
hero = _make_saves_combatant("hero", will=-1)
engine, state = _make_engine_with_state(hero, [10])
result = engine.resolve_save(state, "will", dc=12)
assert result.success is False
assert result.total == 9
def test_exact_dc_succeeds(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [7])
result = engine.resolve_save(state, "fort", dc=12)
assert result.success is True
assert result.total == 12
# ── Natural 1 and natural 20 ─────────────────────────────────────────────────
class TestNaturalRolls:
"""Given: natural 1 or natural 20 on the d20
When: resolve_save is called
Then: natural 1 always fails, natural 20 always succeeds."""
def test_natural_1_auto_fails_even_if_total_meets_dc(self) -> None:
hero = _make_saves_combatant("hero", fort=20)
engine, state = _make_engine_with_state(hero, [1])
result = engine.resolve_save(state, "fort", dc=10)
assert result.success is False
assert result.roll == 1
assert result.total == 21
def test_natural_20_auto_succeeds_even_if_total_misses_dc(self) -> None:
hero = _make_saves_combatant("hero", fort=0)
engine, state = _make_engine_with_state(hero, [20])
result = engine.resolve_save(state, "fort", dc=30)
assert result.success is True
assert result.roll == 20
assert result.total == 20
# ── Effect modifiers ─────────────────────────────────────────────────────────
class TestSaveEffects:
"""Given: a combatant with effect modifiers on saves
When: resolve_save is called
Then: modifiers are applied via resolve_modifiers (stacking rules)."""
def test_effect_bonus_adds_to_save(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [10])
state.effects.append(StatModifier(target="fort", value=2))
result = engine.resolve_save(state, "fort", dc=15)
assert result.success is True
assert result.total == 17
def test_effect_penalty_reduces_save(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [10])
state.effects.append(StatModifier(target="fort", value=-2))
result = engine.resolve_save(state, "fort", dc=15)
assert result.success is False
assert result.total == 13
def test_two_morale_bonuses_keep_highest(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [10])
state.effects.append(StatModifier(target="fort", value=2, bonus_type="morale"))
state.effects.append(StatModifier(target="fort", value=3, bonus_type="morale"))
result = engine.resolve_save(state, "fort", dc=15)
assert result.success is True
assert result.total == 18 # 10 + 5 + max(2, 3) = 18
def test_untyped_bonuses_stack(self) -> None:
hero = _make_saves_combatant("hero", fort=5)
engine, state = _make_engine_with_state(hero, [10])
state.effects.append(StatModifier(target="fort", value=1))
state.effects.append(StatModifier(target="fort", value=2))
result = engine.resolve_save(state, "fort", dc=18)
assert result.success is True
assert result.total == 18 # 10 + 5 + 1 + 2 = 18
def test_effect_on_fort_does_not_affect_ref(self) -> None:
hero = _make_saves_combatant("hero", fort=5, ref=3)
engine, state = _make_engine_with_state(hero, [10])
state.effects.append(StatModifier(target="fort", value=10))
result = engine.resolve_save(state, "ref", dc=15)
assert result.success is False
assert result.total == 13 # 10 + 3, fort bonus ignored