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pf1e-simulator/src/pf1e_simulator/models.py
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"""Combat data model — the boundary contract for the whole simulator.
Every combatant (PC from a Foundry sheet or hand-authored monster JSON) is
parsed into a `Combatant` exactly once, at the loading boundary. The engine
never sees raw JSON.
"""
from __future__ import annotations
from typing import Literal, Self
from pydantic import BaseModel, ConfigDict, Field, field_validator, model_validator
from pf1e_simulator.abilities import AbilitySpec # noqa: TC001
from pf1e_simulator.dice import DiceExpr, DiceParseError, parse_dice
class _FrozenModel(BaseModel):
model_config = ConfigDict(frozen=True, extra="forbid")
class AbilityScores(_FrozenModel):
str_score: int
dex_score: int
con_score: int
int_score: int
wis_score: int
cha_score: int
@property
def str_mod(self) -> int:
"""Strength ability modifier."""
return (self.str_score - 10) // 2
@property
def dex_mod(self) -> int:
"""Dexterity ability modifier."""
return (self.dex_score - 10) // 2
class ACProfile(_FrozenModel):
total: int
touch: int
flat_footed: int
class Saves(_FrozenModel):
fort: int
ref: int
will: int
class SkillSpec(_FrozenModel):
"""Definition of a PF1e skill."""
name: str
ability: Literal["str", "dex", "con", "int", "wis", "cha"]
trained_only: bool = False
armor_check_penalty: bool = False
class SkillRank(_FrozenModel):
"""A combatant's rank in a skill."""
rank: int = 0
class_skill: bool = False
armor_penalty: int = 0
# Predefined PF1e skills (37 skills)
PREDEFINED_SKILLS: dict[str, SkillSpec] = {
"acrobatics": SkillSpec(
name="Acrobatics", ability="dex",
trained_only=False, armor_check_penalty=True
),
"appraise": SkillSpec(
name="Appraise", ability="int",
trained_only=False, armor_check_penalty=False
),
"bluff": SkillSpec(
name="Bluff", ability="cha",
trained_only=False, armor_check_penalty=False
),
"climb": SkillSpec(
name="Climb", ability="str",
trained_only=False, armor_check_penalty=True
),
"craft": SkillSpec(
name="Craft", ability="int",
trained_only=True, armor_check_penalty=False
),
"diplomacy": SkillSpec(
name="Diplomacy", ability="cha",
trained_only=False, armor_check_penalty=False
),
"disable_device": SkillSpec(
name="Disable Device", ability="dex",
trained_only=True, armor_check_penalty=False
),
"disguise": SkillSpec(
name="Disguise", ability="cha",
trained_only=False, armor_check_penalty=False
),
"escape_artist": SkillSpec(
name="Escape Artist", ability="dex",
trained_only=False, armor_check_penalty=True
),
"fly": SkillSpec(
name="Fly", ability="dex",
trained_only=False, armor_check_penalty=True
),
"handle_animal": SkillSpec(
name="Handle Animal", ability="cha",
trained_only=True, armor_check_penalty=False
),
"heal": SkillSpec(
name="Heal", ability="wis",
trained_only=False, armor_check_penalty=False
),
"intimidate": SkillSpec(
name="Intimidate", ability="cha",
trained_only=False, armor_check_penalty=False
),
"knowledge_arcana": SkillSpec(
name="Knowledge (Arcana)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_dungeoneering": SkillSpec(
name="Knowledge (Dungeoneering)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_engineering": SkillSpec(
name="Knowledge (Engineering)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_geography": SkillSpec(
name="Knowledge (Geography)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_history": SkillSpec(
name="Knowledge (History)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_local": SkillSpec(
name="Knowledge (Local)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_nature": SkillSpec(
name="Knowledge (Nature)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_nobility": SkillSpec(
name="Knowledge (Nobility)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_planes": SkillSpec(
name="Knowledge (Planes)", ability="int",
trained_only=True, armor_check_penalty=False
),
"knowledge_religion": SkillSpec(
name="Knowledge (Religion)", ability="int",
trained_only=True, armor_check_penalty=False
),
"linguistics": SkillSpec(
name="Linguistics", ability="int",
trained_only=True, armor_check_penalty=False
),
"perception": SkillSpec(
name="Perception", ability="wis",
trained_only=False, armor_check_penalty=False
),
"perform": SkillSpec(
name="Perform", ability="cha",
trained_only=False, armor_check_penalty=False
),
"profession": SkillSpec(
name="Profession", ability="wis",
trained_only=True, armor_check_penalty=False
),
"ride": SkillSpec(
name="Ride", ability="dex",
trained_only=False, armor_check_penalty=True
),
"sense_motive": SkillSpec(
name="Sense Motive", ability="wis",
trained_only=False, armor_check_penalty=False
),
"sleight_of_hand": SkillSpec(
name="Sleight of Hand", ability="dex",
trained_only=True, armor_check_penalty=True
),
"spellcraft": SkillSpec(
name="Spellcraft", ability="int",
trained_only=True, armor_check_penalty=False
),
"stealth": SkillSpec(
name="Stealth", ability="dex",
trained_only=False, armor_check_penalty=True
),
"survival": SkillSpec(
name="Survival", ability="wis",
trained_only=False, armor_check_penalty=False
),
"swim": SkillSpec(
name="Swim", ability="str",
trained_only=False, armor_check_penalty=True
),
"use_magic_device": SkillSpec(
name="Use Magic Device", ability="cha",
trained_only=True, armor_check_penalty=False
),
}
class DamageComponent(_FrozenModel):
"""One damage roll with its types (e.g. 1d8 piercing).
The formula accepts an already-parsed DiceExpr (Foundry loader path) or a
plain notation string like "2d6+3" (hand-authored monster JSON path).
"""
formula: DiceExpr
types: list[str] = Field(min_length=1)
@field_validator("formula", mode="before")
@classmethod
def _parse_formula(cls, value: object) -> object:
if isinstance(value, str):
try:
return parse_dice(value)
except DiceParseError as exc:
msg = str(exc)
raise ValueError(msg) from exc
return value
class SplashSpec(_FrozenModel):
"""Splash payload of a thrown splash weapon (SRD "Throw Splash Weapon").
``damage`` is the FLAT splash damage every creature within 5 feet of the
point of impact takes on a direct hit — no attack roll, no saving throw
(SRD "Alchemist's fire": "Every creature within 5 feet of the point where
the flask hits takes 1 point of fire damage from the splash"). ``type`` is
the energy type ("fire", "acid", ...): splash is energy damage, so the
component-based energy resistance/immunity path applies and damage
reduction does not; the flat amount is never multiplied on a critical hit.
On a miss the weapon scatters (1d8 direction, one range increment) and
deals only this splash at where it landed.
"""
damage: int = Field(ge=0)
type: str = Field(min_length=1)
_HAFTED_WEAPON_TOKENS: tuple[str, ...] = (
"axe", "spear", "hammer", "mace", "flail", "staff", "pick", "javelin",
)
class AttackSpec(_FrozenModel):
"""One attack menu entry (weapon or natural attack).
`count` captures repeated identical swings ("2x Talons") without listing
the same entry twice. `reach_ft` applies to melee/touch kinds,
`range_increment_ft` to ranged/touch kinds. `firearm` marks a ranged-touch
weapon (gun) whose shots resolve against touch AC within the first range
increment and against full AC beyond it. `two_handed` marks a weapon swung
in two hands (two-handed weapon, one-handed weapon used two hands, or a
primary natural with 1.5x Strength) — PF1e Power Attack rolls +50% damage
with such a weapon (CRB "Power Attack"). `reach_weapon` marks a weapon
with the reach weapon quality (CRB "Big and Little Creatures in Combat"):
it doubles the wielder's NATURAL reach but cannot strike at the wielder's
natural reach or less — the usable zone is a RING (dead zone = natural
reach). Without the flag a melee attack follows the creature's natural
reach, which is a DISK: a Large creature's natural attack (its JSON
`reach_ft` IS its natural reach, 10 ft) still strikes and threatens
adjacent squares. `natural` marks a natural weapon (bite, claw, etc.):
PF1e (CRB "Natural Attacks") grants no BAB iteratives for natural
weapons. `secondary` marks a secondary natural attack (tail, wing, etc.):
the engine applies -5 to the attack bonus (reduced to -2 with the
Multiattack feat).
Object statistics (CRB "Breaking and Entering", Table 7-12): `hardness`
and `hit_points` are authorable overrides; when absent the engine
derives them from the weapon class via `object_stats()`. `enhancement`
is the weapon's enhancement bonus (0 = masterwork or plain); each +1
adds +2 hardness and +10 hit points (CRB "Magic Armor, Shields, and
Weapons").
"""
id: str
name: str
kind: Literal["melee", "ranged", "touch"]
attack_bonus: int
damage: list[DamageComponent] = Field(min_length=1)
damage_bonus: int = 0
crit_range: int = Field(default=20, ge=2, le=20)
crit_mult: int = Field(default=2, ge=2, le=4)
reach_ft: int = 5
reach_weapon: bool = False
# Positive or None (None = no range increments: melee, or touch at natural
# reach). A zero increment would crash the engine's range_penalty with a
# ZeroDivisionError (dist_ft // 0); a negative one silently makes the
# weapon unusable -- both are data errors, rejected at the schema.
range_increment_ft: int | None = Field(default=None, ge=1)
count: int = Field(default=1, ge=1)
firearm: bool = False
two_handed: bool = False
natural: bool = False
secondary: bool = False
hardness: int | None = Field(default=None, ge=0)
hit_points: int | None = Field(default=None, ge=1)
enhancement: int = Field(default=0, ge=0, le=20)
# SRD "Throw Splash Weapon": a thrown splash weapon (alchemist's fire,
# acid, holy water) is a ranged attack with a splash payload; it must be
# thrown (ranged kind or ranged touch with a range increment), so the
# validator below rejects splash on melee or increment-less attacks.
splash: SplashSpec | None = None
@model_validator(mode="after")
def _splash_needs_thrown_range(self) -> Self:
if self.splash is not None and (
self.kind == "melee" or self.range_increment_ft is None
):
msg = (
f"attack {self.id!r}: splash requires a thrown weapon "
"(kind ranged/touch with range_increment_ft)"
)
raise ValueError(msg)
return self
def object_stats(self) -> tuple[int, int]:
"""Hardness and hit points of the weapon as an OBJECT (Medium item).
Defaults from CRB Table 7-12 "Common Armor, Weapon, and Shield
Hardness and Hit Points" when not authored: projectile weapons 5/5;
hafted weapons (wooden haft: axe, spear, hammer, mace, flail,
staff, pick, javelin) hardness 5, 5 hp one-handed / 10 hp
two-handed; blades steel hardness 10, 5 hp one-handed / 10 hp
two-handed. The light/one-handed granularity is collapsed to
one-handed (the model has no weapon-weight field). Enhancement
adds +2 hardness and +10 hp per +1 (footnotes 1 and 3).
"""
if self.kind == "ranged" or self.firearm:
base_hardness, base_hp = 5, 5
elif any(token in self.name.lower() for token in _HAFTED_WEAPON_TOKENS):
base_hardness, base_hp = 5, (10 if self.two_handed else 5)
else:
base_hardness, base_hp = 10, (10 if self.two_handed else 5)
hardness = self.hardness if self.hardness is not None else base_hardness
hit_points = self.hit_points if self.hit_points is not None else base_hp
return (
hardness + 2 * self.enhancement,
hit_points + 10 * self.enhancement,
)
class DamageReduction(_FrozenModel):
"""DR amount and the damage types that bypass it; empty bypass = DR/—."""
amount: int = Field(ge=1)
bypass: frozenset[str] = frozenset()
_ALIGNMENT_CODES: frozenset[str] = frozenset(
{"LG", "NG", "CG", "LN", "N", "CN", "LE", "NE", "CE"}
)
_LAWFUL_CODES: frozenset[str] = frozenset({"LG", "LN", "LE"})
_CHAOTIC_CODES: frozenset[str] = frozenset({"CG", "CN", "CE"})
_GOOD_CODES: frozenset[str] = frozenset({"LG", "NG", "CG"})
_EVIL_CODES: frozenset[str] = frozenset({"LE", "NE", "CE"})
class Combatant(_FrozenModel):
"""A fully parsed combatant, ready for the engine."""
id: str
name: str
level: int = Field(ge=1)
size: str = "Medium"
creature_type: Literal["living", "undead", "construct"] = "living"
abilities: AbilityScores
hp_max: int = Field(ge=1)
ac: ACProfile
bab: int
initiative_mod: int
speed_land_ft: int = Field(ge=0)
speed_fly_ft: int | None = None
saves: Saves
attacks: list[AttackSpec]
dr: DamageReduction | None = None
cr: str | None = None
xp: int | None = None
source: str = ""
notes: str = ""
features: list[AbilitySpec] = []
skills: dict[str, SkillRank] = Field(default_factory=dict)
cmb: int | None = None # Combat Maneuver Bonus
cmd: int | None = None # Combat Maneuver Defense
casting_ability: str = "wis" # ability used for spell DCs: str/dex/con/int/wis/cha
spell_slots: dict[int, int] = Field(default_factory=dict) # max slots per spell level
resources: dict[str, int] = Field(default_factory=dict) # resource pools per combat
metamagic_feats: list[str] = Field(default_factory=list) # e.g. Empower/Maximize/Extend Spell
spells: list[str] = Field(default_factory=list)
spell_resistance: int = 0
# PF1e (SRD, Magic - Arcane Spells and Armor): the armor/shield worn
# imposes an arcane spell failure chance (percent, 0-100) on arcane
# spells with a somatic component. The model has no equipment, so the
# chance is authored directly on the combatant JSON.
# rules/prpg-core-rulebook/arcane-spells-and-armor.md
armor_spell_failure: int = Field(default=0, ge=0, le=100)
# True when the combatant's spellcasting is arcane (sorcerer, wizard,
# magus...) - only arcane casters incur armor spell failure; divine
# casters (cleric, druid...) wear any armor freely.
arcane_caster: bool = False
resistances: dict[str, int] = Field(default_factory=dict)
immunities: tuple[str, ...] = ()
# PF1e (SRD "Surprise"): "If some but not all of the combatants are aware
# of their opponents, a surprise round happens before regular rounds
# begin." Unaware combatants do not act in the surprise round. Default
# True keeps every existing encounter on a full first round.
aware: bool = True
# PF1e two-axis alignment (SRD "Alignment"): law-good axis codes, one of
# LG/NG/CG/LN/N/CN/LE/NE/CE. Default "N" (true neutral).
alignment: str = "N"
# PF1e (APG "Steal"): carried items that are NEITHER wielded in a hand
# NOR closely worn - potions, scrolls, tools, pouches, keys, rations...
# "This maneuver can be used in melee to take any item that is neither
# held nor hidden in a bag or pack [...] Items that are closely worn
# (such as armor, backpacks, boots, clothing, or rings) cannot be taken
# with this maneuver. Items held in the hands (such as wielded weapons
# or wands) also cannot be taken with the steal maneuver - you must use
# the disarm combat maneuver instead." Wielded weapons live in
# ``attacks``; closely worn gear is not modeled (the AC in the JSON is
# a final value), so this list holds only stealable carried items.
# rules/advanced-players-guide/steal.md
carried_items: tuple[str, ...] = ()
@field_validator("alignment")
@classmethod
def _validate_alignment(cls, value: str) -> str:
if value not in _ALIGNMENT_CODES:
msg = (
f"alignment must be one of {', '.join(sorted(_ALIGNMENT_CODES))}, "
f"got {value!r}"
)
raise ValueError(msg)
return value
@field_validator("id")
@classmethod
def _validate_id(cls, value: str) -> str:
# The transcript line format is "round N <id>: <message>"; an id
# containing ": " would be mis-split by cli._parse_transcript_line,
# and leading/trailing whitespace breaks the "id: " join.
if not value or value != value.strip():
msg = f"combatant id must be non-empty without surrounding whitespace, got {value!r}"
raise ValueError(msg)
if ": " in value:
msg = f"combatant id must not contain ': ' (breaks transcript parsing), got {value!r}"
raise ValueError(msg)
return value
@property
def is_lawful(self) -> bool:
"""Law axis: LG/LN/LE."""
return self.alignment in _LAWFUL_CODES
@property
def is_chaotic(self) -> bool:
"""Law axis: CG/CN/CE."""
return self.alignment in _CHAOTIC_CODES
@property
def is_good(self) -> bool:
"""Good axis: LG/NG/CG."""
return self.alignment in _GOOD_CODES
@property
def is_evil(self) -> bool:
"""Evil axis: LE/NE/CE."""
return self.alignment in _EVIL_CODES