fix(combat): separate standard attack (single swing) from full attack (iteratives)

This commit is contained in:
2026-08-17 22:49:50 +02:00
parent 5b1957152c
commit 5b8735f001
3 changed files with 57 additions and 11 deletions
+1 -1
View File
@@ -368,7 +368,7 @@ appliquées dans la résolution) :
La gate de validation complète (tests + lint + types) :
```bash
uv run pytest -q # 215 tests
uv run pytest -q # 216 tests
uv run ruff check src tests
uv run basedpyright src # mode strict
```
+22 -10
View File
@@ -183,11 +183,12 @@ class Action:
"""What a policy wants a combatant to do this turn.
Kinds map to PF1e action types: ``attack`` is a standard action
(single attack), ``move`` is a move action, ``full_attack`` is a full-round
action (BAB iteratives), ``charge`` is a special full-round action
(2x speed, straight line, +2 attack, -2 AC), ``swift`` and ``free`` are
minor actions, ``immediate`` is an off-turn reaction (deferred). ``wait``
is a no-op. The engine executes a policy-returned sequence per turn.
(single attack, highest BAB only — no iteratives), ``move`` is a move
action, ``full_attack`` is a full-round action (BAB iteratives), ``charge``
is a special full-round action (2x speed, straight line, +2 attack, -2
AC), ``swift`` and ``free`` are minor actions, ``immediate`` is an
off-turn reaction (deferred). ``wait`` is a no-op. The engine executes a
policy-returned sequence per turn.
"""
kind: Literal[
@@ -625,7 +626,9 @@ class CombatEngine:
weapon = self.weapon_for(state, target)
if weapon is None:
return
if kind == "full_attack":
if kind == "attack":
self._single_attack(state, target, weapon)
elif kind == "full_attack":
self._full_attack(state, target, weapon)
else:
self._attack(state, target, weapon)
@@ -698,6 +701,15 @@ class CombatEngine:
if self._resolve_swing(attacker, target, weapon, label=label):
return
def _single_attack(
self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec
) -> None:
if not attacker.active:
return
if self._check_provoked_aoo(attacker, weapon):
return
self._resolve_swing(attacker, target, weapon, label=weapon.name)
def _full_attack(
self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec
) -> None:
@@ -870,12 +882,12 @@ Policy = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
def default_policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
"""Full-attack the nearest enemy in range; charge if reachable; otherwise approach.
"""Standard-attack the nearest enemy in range; charge if reachable; otherwise approach.
Decision order:
1. Full-attack if a weapon is usable against the nearest enemy this turn.
1. Full-attack if a weapon is usable against the nearest enemy this turn (no move needed).
2. Charge if a straight-line charge path exists (2x speed, +2 attack, -2 AC).
3. Move toward the target then full-attack (standard + move economy).
3. Move toward the target then single attack (standard + move economy).
4. Wait if nothing is possible.
"""
target = engine.nearest_enemy(state)
@@ -888,5 +900,5 @@ def default_policy(engine: CombatEngine, state: CombatantState) -> tuple[Action,
return (Action(kind="charge", target_id=target.combatant.id),)
return (
Action(kind="move", target_id=target.combatant.id),
Action(kind="full_attack", target_id=target.combatant.id),
Action(kind="attack", target_id=target.combatant.id),
)
+34
View File
@@ -1202,3 +1202,37 @@ def test_withdraw_provokes_after_first_square() -> None:
"round 1 foe2: wait",
"battle over: draw after 1 rounds",
)
# --------------------------------------------------------------------------- #
# Standard attack (single swing, no iteratives — PF1e standard action) #
# --------------------------------------------------------------------------- #
def _move_then_attack(
engine: CombatEngine, state: CombatantState
) -> tuple[Action, ...]:
return (
Action(kind="move", target_id="orc"),
Action(kind="attack", target_id="orc"),
)
def test_move_attack_single_swing() -> None:
"""move+attack gives ONE attack at highest BAB; move+full_attack gives iteratives."""
gob = make_combatant("gob", hp=20, ac=15, attack_bonus=6, speed=30, initiative_mod=10)
orc = make_combatant("orc", hp=20, ac=15, attack_bonus=1, speed=0)
states = [make_state(gob, "players", (0, 0)), make_state(orc, "monsters", (3, 0))]
engine = CombatEngine(
ScriptedRng([20, 1, 10, 15, 3]),
make_grid(), states, round_cap=1, policy=_move_then_attack,
)
result = engine.run()
assert result.transcript == (
"initiative: gob d20=20+10=30",
"initiative: orc d20=1+0=1",
"round 1 gob: move (0,0)->(1,0)->(2,0)",
"round 1 gob: short sword vs orc d20=10+6=16 AC 15 -> HIT 15 damage (20->5)",
"round 1 orc: short sword vs orc d20=3+1=4 AC 15 -> MISS",
"battle over: draw after 1 rounds",
)