fix(combat): resolve touch attacks against touch AC and firearms
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"""Tests for touch attacks and firearms (B4).
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Touch weapons (kind "touch") resolve against the target's touch AC, dropping
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the Dexterity bonus when the target denies Dexterity to AC. Touch weapons with
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a range increment are usable up to 5 increments (like thrown weapons) and
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suffer the standard -2 range penalty; a firearm marker additionally resolves
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against the full AC beyond its first range increment. Ranged-style touch
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attacks provoke opportunity attacks, are penalized by prone, and benefit from
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soft cover, while melee touch attacks (no increment) do none of those.
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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 typing import Literal
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.conditions import FLAT_FOOTED, PRONE
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.effects import ActiveCondition
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.loaders.combatant import load_combatant
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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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def make_combatant(
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cid: str,
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*,
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hp: int = 20,
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ac_total: int = 20,
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ac_touch: int = 12,
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ac_flat_footed: int = 18,
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dex: int = 10,
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attack_bonus: int = 5,
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damage: str = "1d6",
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kind: Literal["melee", "ranged", "touch"] = "melee",
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range_increment_ft: int | None = None,
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firearm: bool = False,
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speed: int = 30,
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="test weapon",
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kind=kind,
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice(damage), types=["slashing"])],
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range_increment_ft=range_increment_ft,
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firearm=firearm,
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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=12,
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int_score=10,
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wis_score=10,
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cha_score=10,
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),
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hp_max=hp,
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ac=ACProfile(total=ac_total, touch=ac_touch, flat_footed=ac_flat_footed),
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bab=attack_bonus,
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initiative_mod=0,
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speed_land_ft=speed,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[attack],
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)
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def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
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return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
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def make_grid(width: int = 8) -> Grid:
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * width] * 8), legend=legend)
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return Grid.from_spec(spec)
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def make_engine(
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queue: list[int], states: list[CombatantState], *, width: int = 8
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) -> CombatEngine:
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return CombatEngine(ScriptedRng(queue), make_grid(width), states)
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def test_melee_touch_attack_resolves_against_touch_ac() -> None:
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"""Melee touch (lich-style) hits against touch AC, not full AC."""
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lichy = make_combatant("lichy", kind="touch", attack_bonus=10, damage="1d8", hp=30)
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victim = make_combatant("victim", hp=20)
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a = make_state(lichy, "monsters", (1, 1))
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t = make_state(victim, "players", (1, 2))
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engine = make_engine([13, 3], [a, t])
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result = engine.resolve_attack(a, t, lichy.attacks[0])
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# 13 + 10 = 23 >= touch AC 12 (and >= total AC 20)
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assert result.hit is True
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assert result.ac == 12
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assert result.total == 23
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assert t.hp == 17 # 20 - 1d8(3)
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def test_touch_attack_flat_footed_drops_dex_bonus() -> None:
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"""Flat-footed touch target: touch AC minus its Dexterity bonus."""
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attacker = make_combatant("attacker", kind="touch", attack_bonus=5)
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target = make_combatant("target", dex=16, hp=10) # dex mod +3
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a = make_state(attacker, "players", (1, 1))
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t = make_state(target, "monsters", (1, 2))
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t.active_conditions.append(
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ActiveCondition(condition=FLAT_FOOTED, rounds_left=5, source="test")
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)
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engine = make_engine([6, 2], [a, t])
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result = engine.resolve_attack(a, t, attacker.attacks[0])
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# touch 12 - max(0, 3) = 9; 6 + 5 = 11 >= 9
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assert result.hit is True
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assert result.ac == 9
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assert t.hp == 8 # 10 - 1d6(2)
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def test_touch_weapon_with_increment_selectable_at_range() -> None:
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"""A touch weapon with a range increment is selectable at range, with -2/increment."""
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thrower = make_combatant(
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"thrower", kind="touch", range_increment_ft=10, attack_bonus=5
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)
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target = make_combatant("target", speed=0)
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a = make_state(thrower, "players", (0, 0))
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t = make_state(target, "monsters", (0, 3)) # 15 ft -> 2 increments
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engine = make_engine([12, 2], [a, t])
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picked = engine.weapon_for(a, t)
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assert picked is thrower.attacks[0]
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result = engine.resolve_attack(a, t, thrower.attacks[0])
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# 12 + 5 - 2 = 15 >= touch AC 12
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assert result.penalty == -2
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assert result.hit is True
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assert result.ac == 12
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assert t.hp == 18 # 20 - 1d6(2)
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def test_touch_weapon_usable_at_exactly_five_increments() -> None:
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"""Touch weapons (thrown-like) are usable up to 5 increments, at -8."""
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thrower = make_combatant(
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"thrower", kind="touch", range_increment_ft=10, attack_bonus=5
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)
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target = make_combatant("target", speed=0)
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a = make_state(thrower, "players", (0, 0))
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t = make_state(target, "monsters", (0, 10)) # 50 ft -> exactly 5 increments
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engine = make_engine([8, 7], [a, t], width=24)
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picked = engine.weapon_for(a, t)
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assert picked is thrower.attacks[0]
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result = engine.resolve_attack(a, t, thrower.attacks[0])
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assert result.penalty == -8 # -2 * (5 - 1)
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def test_touch_weapon_unusable_beyond_five_increments() -> None:
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"""At 6 increments the touch weapon is dropped: max 5 increments."""
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thrower = make_combatant(
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"thrower", kind="touch", range_increment_ft=10, attack_bonus=5
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)
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target = make_combatant("target", speed=0)
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a = make_state(thrower, "players", (0, 0))
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t = make_state(target, "monsters", (0, 11)) # 55 ft -> 6 increments
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engine = make_engine([8, 7], [a, t], width=24)
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assert engine.weapon_for(a, t) is None
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def test_firearm_within_first_increment_resolves_touch_ac() -> None:
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"""Firearm at <= its first range increment: touch AC, no range penalty."""
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gunner = make_combatant(
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"gunner", kind="touch", range_increment_ft=20, firearm=True, attack_bonus=5
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)
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target = make_combatant("target", speed=0)
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a = make_state(gunner, "players", (0, 0))
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t = make_state(target, "monsters", (0, 3)) # 15 ft <= first 20 ft increment
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engine = make_engine([13, 2], [a, t])
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result = engine.resolve_attack(a, t, gunner.attacks[0])
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# 13 + 5 = 18 >= touch AC 12 but < total AC 20
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assert result.hit is True
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assert result.ac == 12
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assert t.hp == 18 # 20 - 1d6(2)
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def test_firearm_beyond_first_increment_resolves_full_ac() -> None:
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"""Firearm beyond the first range increment: full AC plus range penalty."""
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gunner = make_combatant(
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"gunner", kind="touch", range_increment_ft=20, firearm=True, attack_bonus=5
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)
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target = make_combatant("target", speed=0)
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a = make_state(gunner, "players", (0, 0))
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t = make_state(target, "monsters", (0, 9)) # 45 ft -> 3 increments
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engine = make_engine([15, 3], [a, t], width=24)
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result = engine.resolve_attack(a, t, gunner.attacks[0])
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# 15 + 5 - 4 = 16: >= touch AC 12 but < full AC 20 -> misses on full AC
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assert result.penalty == -4 # -2 * (3 - 1)
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assert result.hit is False
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assert result.ac == 20 # full AC, not touch
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def test_touch_ranged_attack_provokes_aoo() -> None:
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"""Firing a ranged-style touch weapon from a threatened square provokes an AoO."""
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thrower = make_combatant(
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"thrower", kind="touch", range_increment_ft=10, attack_bonus=5
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)
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foe = make_combatant("foe", attack_bonus=2, damage="1d4", hp=10) # melee, threatens
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a = make_state(thrower, "players", (1, 1))
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f = make_state(foe, "monsters", (1, 2))
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engine = make_engine([4, 3], [a, f]) # AoO roll 4 + 2 = 6 < 20 -> miss
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assert engine._check_provoked_aoo(a, thrower.attacks[0]) is False # survives
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assert any("AoO vs thrower" in line for line in engine._transcript)
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def test_melee_touch_attack_does_not_provoke_aoo() -> None:
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"""Melee touch (no increment) never provokes an AoO."""
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lichy = make_combatant("lichy", kind="touch", attack_bonus=10, hp=30)
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foe = make_combatant("foe", hp=10)
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a = make_state(lichy, "monsters", (1, 1))
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f = make_state(foe, "players", (1, 2))
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engine = make_engine([4, 3], [a, f])
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assert engine._check_provoked_aoo(a, lichy.attacks[0]) is False
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assert not any("AoO vs lichy" in line for line in engine._transcript)
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def test_prone_touch_ranged_attack_penalty_minus4() -> None:
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"""A prone attacker takes -4 on ranged-style touch attacks."""
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hero = make_combatant(
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"hero", kind="touch", range_increment_ft=10, attack_bonus=5
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)
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foe = make_combatant("foe")
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a = make_state(hero, "players", (1, 1))
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f = make_state(foe, "monsters", (1, 2))
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a.active_conditions.append(
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ActiveCondition(condition=PRONE, rounds_left=5, source="test")
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)
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engine = make_engine([15, 4], [a, f])
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result = engine.resolve_attack(a, f, hero.attacks[0])
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# 15 + 5 - 4 (prone) = 16, no range penalty at 5 ft
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assert result.total == 16
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def test_touch_ranged_attack_gets_soft_cover() -> None:
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"""Ranged-style touch attacks are blocked by soft cover (+4 AC)."""
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thrower = make_combatant(
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"thrower", kind="touch", range_increment_ft=10, attack_bonus=5
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)
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blocker = make_combatant("blocker", speed=0)
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target = make_combatant("target", speed=0)
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a = make_state(thrower, "players", (1, 1))
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b = make_state(blocker, "players", (1, 2))
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t = make_state(target, "monsters", (1, 4))
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engine = make_engine([12, 3], [a, b, t])
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result = engine.resolve_attack(a, t, thrower.attacks[0])
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# touch 12 + 4 soft cover = 16; 12 + 5 - 2 = 15 < 16
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assert result.ac == 16
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assert result.hit is False
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def test_tammara_pistols_are_firearm_touch_attacks() -> None:
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"""Tammara's pistols are touch attacks with the firearm marker; the AF is not."""
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tammara = load_combatant(
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Path(__file__).resolve().parents[1] / "data" / "pcs" / "tammara.json"
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)
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pistols = [w for w in tammara.attacks if "pistolet" in w.name.lower()]
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assert len(pistols) >= 2
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for weapon in pistols:
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assert weapon.kind == "touch"
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assert weapon.firearm is True
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assert weapon.range_increment_ft == 20
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alchemist_fire = next(w for w in tammara.attacks if w.name.startswith("Alchemist"))
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assert alchemist_fire.kind == "touch"
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assert alchemist_fire.firearm is False
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