185 lines
6.1 KiB
Python
185 lines
6.1 KiB
Python
"""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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