feat(combat): deterministic engine with attacks, crits, DR, hp states, initiative, rounds, basic policies

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2026-08-17 22:49:50 +02:00
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"""Deterministic combat engine: attacks, crits, DR, hp states, initiative, rounds.
Phase 0 documented deviations from PF1e (conventions):
- One action per turn: move OR attack (no move+attack, no AoO, no flanking).
- Natural 1 always misses; natural 20 always hits and threatens a crit.
- A confirmed crit multiplies the total damage (dice + flat bonus) by crit_mult.
- DR applies once, after crit multiplication; any bypassing type defeats DR.
- Death when hp < min(-10, -CON); hp <= 0 cannot act.
- Initiative ties: higher initiative_mod first, then list order (no re-roll).
- Movement: greedy single step toward the nearest enemy minimizing
accumulated cost + remaining grid distance; ties keep delta order.
- Ranged attacks ignore cover and range penalties in Phase 0.
"""
from __future__ import annotations
from collections.abc import Callable
from dataclasses import asdict, dataclass
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Literal
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import Pos
from pf1e_simulator.models import AttackSpec, Combatant, DamageReduction
from pf1e_simulator.rng import Rng
_SQUARE_FT = 5 # Phase 0 maps use 5-ft squares
_DEATH_FLOOR = -10 # PF1e: dead when hp < -10 or -CON, whichever is lower
_NATURAL_ONE = 1 # PF1e: natural 1 always misses
_NATURAL_TWENTY = 20 # PF1e: natural 20 always hits and threatens
_STEP_DELTAS: tuple[Pos, ...] = (
(-1, -1),
(-1, 0),
(-1, 1),
(0, -1),
(0, 1),
(1, -1),
(1, 0),
(1, 1),
)
@dataclass(frozen=True)
class CombatantStats:
"""Aggregated outcomes for one combatant over a battle."""
hits: int = 0
crits: int = 0
damage_dealt: int = 0
damage_taken: int = 0
@dataclass
class CombatantState:
"""Mutable runtime state of one combatant on the grid."""
combatant: Combatant
side: str
pos: Pos
hp: int
@property
def active(self) -> bool:
return self.hp > 0
@property
def dead(self) -> bool:
return self.hp < self.death_threshold
@property
def death_threshold(self) -> int:
return min(_DEATH_FLOOR, -self.combatant.abilities.con_score)
@dataclass(frozen=True)
class AttackResult:
"""Outcome of one attack roll, including the raw rolls for the log."""
hit: bool
crit: bool
damage: int
roll: int
total: int
ac: int
@dataclass(frozen=True)
class Action:
"""What a policy wants a combatant to do this turn."""
kind: Literal["attack", "move", "wait"]
target_id: str | None = None
@dataclass(frozen=True)
class CombatResult:
"""Outcome of a full battle: winner, rounds, log, and per-combatant stats."""
winner: str | None
rounds: int
transcript: tuple[str, ...]
stats: dict[str, CombatantStats]
@dataclass
class _LiveStats:
hits: int = 0
crits: int = 0
damage_dealt: int = 0
damage_taken: int = 0
class CombatEngine:
"""Runs one battle to completion on a grid with a single RNG stream."""
def __init__(
self,
rng: Rng,
grid: Grid,
states: list[CombatantState],
*,
round_cap: int = 100,
policy: Policy | None = None,
) -> None:
self._rng = rng
self._grid = grid
self._states = states
self._round_cap = round_cap
self._policy = policy if policy is not None else default_policy
self._transcript: list[str] = []
self._stats: dict[str, _LiveStats] = {s.combatant.id: _LiveStats() for s in states}
def run(self) -> CombatResult:
"""Run the battle and return the final result and transcript."""
order = self._roll_initiative()
round_no = 1
while round_no <= self._round_cap:
for state in order:
if not state.active:
continue
action = self._policy(self, state)
self._execute(state, action, round_no)
if self._winner_side() is not None:
break
if self._winner_side() is not None:
break
round_no += 1
winner = self._winner_side()
if winner is not None:
self._log(f"battle over: {winner} win in {round_no} rounds")
else:
self._log(f"battle over: draw after {self._round_cap} rounds")
stats = {cid: CombatantStats(**asdict(live)) for cid, live in self._stats.items()}
return CombatResult(
winner=winner,
rounds=round_no if winner is not None else self._round_cap,
transcript=tuple(self._transcript),
stats=stats,
)
def nearest_enemy(self, state: CombatantState) -> CombatantState | None:
"""Closest active enemy by grid distance; ties keep list order."""
enemies = [s for s in self._states if s.side != state.side and s.active]
if not enemies:
return None
return min(
enemies,
key=lambda s: (self._grid.distance(state.pos, s.pos), self._states.index(s)),
)
def weapon_for(self, attacker: CombatantState, target: CombatantState) -> AttackSpec | None:
"""First weapon of the attacker usable against the target at this range."""
dist_ft = self._grid.distance(attacker.pos, target.pos) * _SQUARE_FT
for weapon in attacker.combatant.attacks:
if weapon.kind in ("melee", "touch") and dist_ft <= weapon.reach_ft:
return weapon
if (
weapon.kind == "ranged"
and weapon.range_increment_ft is not None
and dist_ft <= weapon.range_increment_ft
):
return weapon
return None
def resolve_attack(
self, target: CombatantState, weapon: AttackSpec
) -> AttackResult:
"""Roll one attack (with crit confirm and damage) and apply it."""
roll = self._rng.d20()
total = roll + weapon.attack_bonus
ac = target.combatant.ac.total
hit = roll == _NATURAL_TWENTY or (roll != _NATURAL_ONE and total >= ac)
crit = False
damage = 0
if hit:
if roll != _NATURAL_ONE and roll >= weapon.crit_range:
confirm = self._rng.d20()
crit = confirm != _NATURAL_ONE and confirm + weapon.attack_bonus >= ac
damage = sum(c.formula.roll(self._rng) for c in weapon.damage) + weapon.damage_bonus
if crit:
damage *= weapon.crit_mult
damage = self._apply_dr(damage, weapon, target)
target.hp -= damage
return AttackResult(hit=hit, crit=crit, damage=damage, roll=roll, total=total, ac=ac)
def _apply_dr(self, damage: int, weapon: AttackSpec, target: CombatantState) -> int:
dr: DamageReduction | None = target.combatant.dr
if dr is None:
return damage
types = {t for component in weapon.damage for t in component.types}
if types & dr.bypass:
return damage
return max(0, damage - dr.amount)
def _roll_initiative(self) -> list[CombatantState]:
rolls: dict[str, tuple[int, int]] = {}
for state in self._states:
roll = self._rng.d20()
rolls[state.combatant.id] = (roll, roll + state.combatant.initiative_mod)
order = sorted(
self._states,
key=lambda s: (
rolls[s.combatant.id][1],
s.combatant.initiative_mod,
self._states.index(s),
),
reverse=True,
)
for state in order:
roll, total = rolls[state.combatant.id]
self._log(
f"initiative: {state.combatant.id} "
f"d20={roll}+{state.combatant.initiative_mod}={total}"
)
return order
def _winner_side(self) -> str | None:
active_sides = {s.side for s in self._states if s.active}
if len(active_sides) == 1:
return active_sides.pop()
return None
def _execute(self, state: CombatantState, action: Action, round_no: int) -> None:
target = next((s for s in self._states if s.combatant.id == action.target_id), None)
if action.kind == "attack":
if target is None or not target.active:
self._log(f"round {round_no} {state.combatant.id}: wait")
return
weapon = self.weapon_for(state, target)
if weapon is None:
self._log(f"round {round_no} {state.combatant.id}: wait")
return
self._attack(state, target, weapon, round_no)
elif action.kind == "move":
if target is None:
self._log(f"round {round_no} {state.combatant.id}: wait")
return
self._move(state, target, round_no)
else:
self._log(f"round {round_no} {state.combatant.id}: wait")
def _attack(
self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec, round_no: int
) -> None:
hp_before = target.hp
result = self.resolve_attack(target, weapon)
live = self._stats[attacker.combatant.id]
live.hits += int(result.hit)
live.crits += int(result.crit)
live.damage_dealt += result.damage
self._stats[target.combatant.id].damage_taken += result.damage
outcome = "CRIT" if result.crit else "HIT" if result.hit else "MISS"
line = (
f"round {round_no} {attacker.combatant.id}: {weapon.name} vs {target.combatant.id} "
f"d20={result.roll}+{weapon.attack_bonus}={result.total} AC {result.ac} -> {outcome}"
)
if result.hit:
line += f" {result.damage} damage ({hp_before}->{target.hp})"
self._log(line)
if target.dead:
self._log(f"round {round_no} {attacker.combatant.id}: {target.combatant.id} dead")
elif not target.active:
self._log(f"round {round_no} {attacker.combatant.id}: {target.combatant.id} down")
def _move(self, state: CombatantState, target: CombatantState, round_no: int) -> None:
step = self._step_toward(state, target)
if step is None:
self._log(f"round {round_no} {state.combatant.id}: wait")
return
self._log(
f"round {round_no} {state.combatant.id}: move "
f"({state.pos[0]},{state.pos[1]})->({step[0]},{step[1]})"
)
state.pos = step
def _step_toward(self, state: CombatantState, target: CombatantState) -> Pos | None:
speed_cells = state.combatant.speed_land_ft // _SQUARE_FT
if speed_cells <= 0:
return None
blocked = frozenset(s.pos for s in self._states if s is not state and s.active)
costs = self._grid.reachable(state.pos, speed_cells, blocked)
best: tuple[int, Pos] | None = None
row, col = state.pos
for d_row, d_col in _STEP_DELTAS:
nxt = (row + d_row, col + d_col)
cost = costs.get(nxt)
if cost is None:
continue
score = cost + self._grid.distance(nxt, target.pos)
if best is None or score < best[0]:
best = (score, nxt)
if best is None:
return None
return best[1]
def _log(self, line: str) -> None:
self._transcript.append(line)
Policy = Callable[[CombatEngine, CombatantState], Action]
def default_policy(engine: CombatEngine, state: CombatantState) -> Action:
"""Attack the nearest active enemy when a weapon is in range, else approach."""
target = engine.nearest_enemy(state)
if target is None:
return Action(kind="wait")
if engine.weapon_for(state, target) is not None:
return Action(kind="attack", target_id=target.combatant.id)
return Action(kind="move", target_id=target.combatant.id)
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"""Tests for the combat engine: attacks, crits, DR, hp, initiative, rounds.
The scripted transcripts pin the exact deterministic behavior of the engine
end to end: dice order, log lines, winner, and per-combatant stats.
"""
from __future__ import annotations
from pf1e_simulator.combat import (
CombatantState,
CombatantStats,
CombatEngine,
CombatResult,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
DamageReduction,
Saves,
)
from pf1e_simulator.rng import ScriptedRng, SeededRng
def make_combatant(
cid: str,
*,
hp: int = 6,
ac: int = 13,
attack_bonus: int = 2,
damage: str = "1d4",
damage_bonus: int = 0,
crit_range: int = 20,
crit_mult: int = 2,
initiative_mod: int = 0,
con: int = 12,
speed: int = 30,
weapon_name: str = "short sword",
dr: DamageReduction | None = None,
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name=weapon_name,
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula=parse_dice(damage), types=["slashing"])],
damage_bonus=damage_bonus,
crit_range=crit_range,
crit_mult=crit_mult,
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10,
dex_score=10,
con_score=con,
int_score=10,
wis_score=10,
cha_score=10,
),
hp_max=hp,
ac=ACProfile(total=ac, touch=ac, flat_footed=ac),
bab=attack_bonus,
initiative_mod=initiative_mod,
speed_land_ft=speed,
saves=Saves(fort=0, ref=0, will=0),
attacks=[attack],
dr=dr,
)
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
def make_grid() -> Grid:
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
return Grid.from_spec(spec)
def make_engine(
queue: list[int], states: list[CombatantState], *, round_cap: int = 100
) -> CombatEngine:
return CombatEngine(ScriptedRng(queue), make_grid(), states, round_cap=round_cap)
def test_attack_hit_deals_damage() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12, 3], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.hit is True
assert result.crit is False
assert result.damage == 3
assert b.hp == 3
def test_attack_miss_leaves_target_untouched() -> None:
a_spec = make_combatant("a")
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([9], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.hit is False
assert result.damage == 0
assert b.hp == 6
def test_natural_1_always_misses() -> None:
a_spec = make_combatant("a", attack_bonus=20)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([1], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.hit is False
assert b.hp == 6
def test_natural_20_threatens_and_crits() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([20, 12, 4], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.crit is True
assert result.damage == 8
assert b.hp == -2
def test_crit_range_19_threatens_on_19() -> None:
a_spec = make_combatant("a", attack_bonus=2, crit_range=19)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([19, 11, 2], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.crit is True
assert result.damage == 4
assert b.hp == 2
def test_confirm_fail_is_normal_hit() -> None:
a_spec = make_combatant("a", attack_bonus=2, crit_range=19)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([19, 8, 2], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.hit is True
assert result.crit is False
assert result.damage == 2
assert b.hp == 4
def test_no_threat_outside_crit_range() -> None:
a_spec = make_combatant("a", attack_bonus=2, crit_range=19)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
# Only 2 rolls consumed: no confirm roll happens outside the threat range.
engine = make_engine([18, 3], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.crit is False
assert result.damage == 3
assert b.hp == 3
def test_dr_reduces_damage() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b", dr=DamageReduction(amount=5))
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12, 7], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.damage == 2
assert b.hp == 4
def test_dr_floors_damage_at_zero() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b", dr=DamageReduction(amount=5))
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12, 3], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.damage == 0
assert b.hp == 6
def test_dr_bypass_ignores_reduction() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b", dr=DamageReduction(amount=5, bypass=frozenset({"slashing"})))
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12, 7], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.damage == 7
assert b.hp == -1
def test_dr_applies_after_crit_multiplier() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b", dr=DamageReduction(amount=5))
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([20, 11, 6], [a, b])
result = engine.resolve_attack(b, a_spec.attacks[0])
assert result.crit is True
assert result.damage == 7
assert b.hp == -1
def test_hp_states_active_down_dead() -> None:
c = make_combatant("c", con=12)
st = make_state(c, "players", (0, 0))
st.hp = 1
assert st.active is True
assert st.dead is False
st.hp = 0
assert st.active is False
assert st.dead is False
st.hp = -11
assert st.active is False
assert st.dead is False
st.hp = -12
assert st.active is False
assert st.dead is False # dead requires hp < -12, not <=
st.hp = -13
assert st.active is False
assert st.dead is True
def test_scripted_2v2_transcript() -> None:
gob_1 = make_combatant(
"gob-1", hp=6, ac=16, attack_bonus=2, damage="1d4", crit_range=19, initiative_mod=6
)
gob_2 = make_combatant(
"gob-2", hp=6, ac=16, attack_bonus=2, damage="1d4", crit_range=19, initiative_mod=6
)
orc_1 = make_combatant(
"orc-1", hp=6, ac=13, attack_bonus=5, damage="2d4", damage_bonus=4, crit_range=18,
weapon_name="falchion",
)
orc_2 = make_combatant(
"orc-2", hp=6, ac=13, attack_bonus=5, damage="2d4", damage_bonus=4, crit_range=18,
weapon_name="falchion",
)
states = [
make_state(gob_1, "players", (2, 2)),
make_state(gob_2, "players", (2, 5)),
make_state(orc_1, "monsters", (3, 3)),
make_state(orc_2, "monsters", (3, 4)),
]
queue = [
15, 5, 14, 7, # initiative: gob-1, gob-2, orc-1, orc-2
13, 3, # R1 gob-1 hits orc-1 for 3
10, # R1 orc-1 misses gob-1
14, 1, # R1 gob-2 hits orc-2 for 1
17, 2, 3, # R1 orc-2 hits gob-2 for 2+3+4=9
19, 11, 2, # R2 gob-1 crits orc-1: 19 threatens, 11 confirms, 2*2=4
7, # R3 gob-1 misses orc-2
15, 1, 4, # R3 orc-2 hits gob-1 for 1+4+4=9
]
engine = make_engine(queue, states)
result = engine.run()
assert result.winner == "monsters"
assert result.rounds == 3
assert result.transcript == (
"initiative: gob-1 d20=15+6=21",
"initiative: orc-1 d20=14+0=14",
"initiative: gob-2 d20=5+6=11",
"initiative: orc-2 d20=7+0=7",
"round 1 gob-1: short sword vs orc-1 d20=13+2=15 AC 13 -> HIT 3 damage (6->3)",
"round 1 orc-1: falchion vs gob-1 d20=10+5=15 AC 16 -> MISS",
"round 1 gob-2: short sword vs orc-2 d20=14+2=16 AC 13 -> HIT 1 damage (6->5)",
"round 1 orc-2: falchion vs gob-2 d20=17+5=22 AC 16 -> HIT 9 damage (6->-3)",
"round 1 orc-2: gob-2 down",
"round 2 gob-1: short sword vs orc-1 d20=19+2=21 AC 13 -> CRIT 4 damage (3->-1)",
"round 2 gob-1: orc-1 down",
"round 2 orc-2: move (3,4)->(2,3)",
"round 3 gob-1: short sword vs orc-2 d20=7+2=9 AC 13 -> MISS",
"round 3 orc-2: falchion vs gob-1 d20=15+5=20 AC 16 -> HIT 9 damage (6->-3)",
"round 3 orc-2: gob-1 down",
"battle over: monsters win in 3 rounds",
)
assert result.stats["gob-1"] == CombatantStats(hits=2, crits=1, damage_dealt=7, damage_taken=9)
assert result.stats["gob-2"] == CombatantStats(hits=1, crits=0, damage_dealt=1, damage_taken=9)
assert result.stats["orc-1"] == CombatantStats(hits=0, crits=0, damage_dealt=0, damage_taken=7)
assert result.stats["orc-2"] == CombatantStats(hits=2, crits=0, damage_dealt=18, damage_taken=1)
def test_same_seed_replay_is_identical() -> None:
def run_battle() -> CombatResult:
gob = make_combatant(
"gob", hp=6, ac=16, attack_bonus=2, damage="1d4", crit_range=19, initiative_mod=6
)
orc = make_combatant(
"orc", hp=6, ac=13, attack_bonus=5, damage="2d4", damage_bonus=4, crit_range=18
)
states = [make_state(gob, "players", (1, 1)), make_state(orc, "monsters", (1, 2))]
return CombatEngine(SeededRng(42), make_grid(), states).run()
first = run_battle()
second = run_battle()
assert first.transcript == second.transcript
assert first.stats == second.stats
assert first.winner == second.winner
assert first.rounds == second.rounds
def test_default_policy_moves_toward_enemy() -> None:
gob = make_combatant("gob", speed=30)
orc = make_combatant("orc", speed=0)
states = [make_state(gob, "players", (1, 1)), make_state(orc, "monsters", (1, 5))]
engine = make_engine([10, 9], states, round_cap=2)
result = engine.run()
assert result.transcript == (
"initiative: gob d20=10+0=10",
"initiative: orc d20=9+0=9",
"round 1 gob: move (1,1)->(0,2)",
"round 1 orc: wait",
"round 2 gob: move (0,2)->(0,3)",
"round 2 orc: wait",
"battle over: draw after 2 rounds",
)
def test_wait_when_enemy_out_of_reach_and_speed_zero() -> None:
gob = make_combatant("gob", speed=0)
orc = make_combatant("orc", speed=0)
states = [make_state(gob, "players", (1, 1)), make_state(orc, "monsters", (1, 3))]
engine = make_engine([10, 9], states, round_cap=1)
result = engine.run()
assert result.transcript == (
"initiative: gob d20=10+0=10",
"initiative: orc d20=9+0=9",
"round 1 gob: wait",
"round 1 orc: wait",
"battle over: draw after 1 rounds",
)
def test_nearest_enemy_targeting_and_full_rounds() -> None:
gob = make_combatant("gob", hp=6, ac=13, attack_bonus=2, damage="1d4")
orc_1 = make_combatant("orc-1", hp=6, ac=13, attack_bonus=2, damage="1d4")
orc_2 = make_combatant("orc-2", hp=6, ac=13, attack_bonus=2, damage="1d4")
states = [
make_state(gob, "players", (1, 1)),
make_state(orc_1, "monsters", (1, 2)),
make_state(orc_2, "monsters", (2, 1)),
]
queue = [
15, 10, 5, # initiative: gob, orc-1, orc-2
12, 4, # R1 gob hits orc-1 for 4
7, # R1 orc-1 misses
8, # R1 orc-2 misses
12, 6, # R2 gob downs orc-1
9, # R2 orc-2 misses
11, 3, # R3 gob hits orc-2 for 3
12, 4, # R3 orc-2 hits gob for 4
12, 6, # R4 gob downs orc-2
]
engine = make_engine(queue, states)
result = engine.run()
assert result.winner == "players"
assert result.rounds == 4
assert result.transcript == (
"initiative: gob d20=15+0=15",
"initiative: orc-1 d20=10+0=10",
"initiative: orc-2 d20=5+0=5",
"round 1 gob: short sword vs orc-1 d20=12+2=14 AC 13 -> HIT 4 damage (6->2)",
"round 1 orc-1: short sword vs gob d20=7+2=9 AC 13 -> MISS",
"round 1 orc-2: short sword vs gob d20=8+2=10 AC 13 -> MISS",
"round 2 gob: short sword vs orc-1 d20=12+2=14 AC 13 -> HIT 6 damage (2->-4)",
"round 2 gob: orc-1 down",
"round 2 orc-2: short sword vs gob d20=9+2=11 AC 13 -> MISS",
"round 3 gob: short sword vs orc-2 d20=11+2=13 AC 13 -> HIT 3 damage (6->3)",
"round 3 orc-2: short sword vs gob d20=12+2=14 AC 13 -> HIT 4 damage (6->2)",
"round 4 gob: short sword vs orc-2 d20=12+2=14 AC 13 -> HIT 6 damage (3->-3)",
"round 4 gob: orc-2 down",
"battle over: players win in 4 rounds",
)