feat(observation): expose attack failure reasons
This commit is contained in:
@@ -660,7 +660,14 @@ Règles modélisées :
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cover_bonus (int — bonus de couvert que la cible gagne contre une attaque
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de l'acteur, calculé comme dans `resolve_attack` : terrain +2/+4/+8 via la
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règle des coins, couvert mou +4 des créatures interposées pour les seules
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attaques à distance ; 0 si `weapon_for` est None).
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attaques à distance ; 0 si `weapon_for` est None), weapon_reason (str |
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None — None si `weapon_for` a choisi une arme ; sinon la raison normalisée
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de l'indisponibilité d'attaque, dans le vocabulaire `ACTION_RESULT_REASONS` :
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`no_weapon` (aucune arme utilisable), `no_line_of_effect` (ligne d'effet
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bloquée), `out_of_range` (arme existante mais cible hors de portée)),
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charge_reason (str | None — None si `can_charge` est vrai ; sinon la
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raison de `ChargeResult` verbatim (`no_line_of_effect` / `no_charge_path`)
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ou `no_weapon` si aucune arme de mêlée utilisable).
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- Top-level : round, acting_combatant, combatants, pairs, terrain, elevation,
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threatened (grille bool des cases menacées par les ennemis),
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initiative_order (U2 : tuple d'ids dans l'ordre d'initiative du round
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@@ -576,8 +576,9 @@ class Action:
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# Normalized action-result reason vocabulary. U1 emits ok, unsupported_kind,
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# missing_target and the downgraded:* reasons; no_weapon, out_of_range,
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# no_line_of_effect, no_slot and insufficient_resource are declared here for
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# the deeper execution-feedback package (U6b). U3 adds delayed /
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# no_line_of_effect are reused by U6b to explain, per pair, why an attack or
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# a charge is unavailable. no_slot and insufficient_resource are declared
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# here for the deeper execution-feedback package. U3 adds delayed /
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# already_delayed for the delay action. U4 adds ready for the ready action.
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# U5b adds not_prone / already_prone for the prone actions. U5c adds
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# unreachable_destination for move / 5foot_step with an explicit destination.
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@@ -604,6 +605,9 @@ _REASON_NOT_PRONE = "not_prone"
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_REASON_ALREADY_PRONE = "already_prone"
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_REASON_UNREACHABLE_DESTINATION = "unreachable_destination"
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_REASON_WEAPON_UNAVAILABLE = "weapon_unavailable"
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_REASON_NO_WEAPON = "no_weapon"
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_REASON_OUT_OF_RANGE = "out_of_range"
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_REASON_NO_LINE_OF_EFFECT = "no_line_of_effect"
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# Action kinds that are declared but have no engine dispatch (U1 surfaces
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# them as explicit rejections instead of silent no-ops).
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@@ -1016,6 +1020,16 @@ class CombatEngine:
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charge = self.can_charge(state, target)
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can_charge = charge is not None and charge.weapon is not None
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occupied = state.occupied_cells()
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line_of_effect = has_line_of_effect_cells(
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self._grid, occupied, target.occupied_cells()
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)
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weapon_reason = self._weapon_failure_reason(
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state, weapon, line_of_effect=line_of_effect
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)
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charge_reason: str | None = None
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if not can_charge:
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# can_charge() returns None only when no melee weapon is usable.
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charge_reason = charge.reason if charge is not None else _REASON_NO_WEAPON
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target_threatens_me = bool(
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target.active
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and any(w.kind == "melee" for w in target.usable_attacks())
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@@ -1044,12 +1058,12 @@ class CombatEngine:
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"target_index": self._states.index(target),
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"distance_ft": distance_ft,
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"weapon_for": weapon_name,
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"weapon_reason": weapon_reason,
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"range_penalty": range_penalty,
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"can_charge": can_charge,
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"charge_reason": charge_reason,
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"can_step5_to_attack": self.can_step5_to_attack(state, target),
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"has_line_of_effect": has_line_of_effect_cells(
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self._grid, state.occupied_cells(), target.occupied_cells()
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),
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"has_line_of_effect": line_of_effect,
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"flanking": self._flanking_bonus(state, target) > 0,
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"movement_cost_ft": self.movement_cost_ft(state, target),
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"target_threatens_me": target_threatens_me,
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@@ -1057,6 +1071,27 @@ class CombatEngine:
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"cover_bonus": cover_bonus,
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}
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def _weapon_failure_reason(
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self,
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attacker: CombatantState,
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weapon: AttackSpec | None,
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*,
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line_of_effect: bool,
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) -> str | None:
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"""Why ``weapon_for`` found no weapon against a target, or None if it did.
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U6b: the cause is drawn from the ``ACTION_RESULT_REASONS`` vocabulary
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— no usable weapon at all, no line of effect, or every usable weapon
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out of range — so a policy learns which obstacle to remove.
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"""
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if weapon is not None:
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return None
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if not attacker.usable_attacks():
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return _REASON_NO_WEAPON
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if not line_of_effect:
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return _REASON_NO_LINE_OF_EFFECT
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return _REASON_OUT_OF_RANGE
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def _take_turn(self, state: CombatantState) -> bool:
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"""Execute one combatant's full turn; return True if the battle is over."""
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self._decrement_durations(state)
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@@ -676,8 +676,10 @@ def test_observation_enriched_pair_existing_keys_preserved() -> None:
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"target_index",
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"distance_ft",
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"weapon_for",
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"weapon_reason",
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"range_penalty",
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"can_charge",
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"charge_reason",
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"can_step5_to_attack",
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"has_line_of_effect",
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"flanking",
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@@ -0,0 +1,253 @@
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"""U6b: per-pair attack/charge failure reasons in the Observation snapshot.
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The pair dict now exposes WHY an attack or a charge is unavailable, not just
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that it is: ``weapon_reason`` is None when ``weapon_for`` selected a weapon,
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otherwise the blocking cause (``no_weapon`` / ``no_line_of_effect`` /
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``out_of_range``, drawn from the U1 ``ACTION_RESULT_REASONS`` vocabulary);
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``charge_reason`` is None when ``can_charge`` is True, otherwise the
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``ChargeResult.reason`` verbatim (``no_line_of_effect`` / ``no_charge_path``)
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or ``no_weapon`` when the actor has no usable melee weapon at all.
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Covers:
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- (a) unarmed actor -> ``weapon_reason`` / ``charge_reason`` ``no_weapon``;
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- (b) wall column blocking the line -> ``no_line_of_effect``;
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- (c) melee-only actor facing a distant target -> ``out_of_range``;
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- (d) valid adjacent target -> ``weapon_reason`` None;
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- (e) creatures interposed on every straight charge line -> the engine's
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``no_charge_path``;
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- (f) valid charge line -> ``charge_reason`` None; ranged-only actor ->
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``no_weapon``;
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- (g) ``to_dict()`` stays JSON-serializable.
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"""
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from __future__ import annotations
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import json
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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.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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)
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from pf1e_simulator.rng import ScriptedRng
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from tests.test_observation_enriched import _pair_for, _snapshot, make_state
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_LEGEND = {
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".": TerrainType(type="floor", move_cost=1),
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"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
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}
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def _grid(rows: list[str]) -> Grid:
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spec = MapSpec(name="reasons-test", terrain=tuple(rows), legend=_LEGEND)
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return Grid.from_spec(spec)
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def _open_rows() -> list[str]:
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return ["........"] * 8
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def _bow(cid: str) -> AttackSpec:
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return AttackSpec(
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id=f"{cid}-bow",
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name="short bow",
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kind="ranged",
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attack_bonus=5,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
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range_increment_ft=60,
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)
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def _sword(cid: str) -> AttackSpec:
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return 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=5,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])],
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)
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def _combatant(cid: str, attacks: list[AttackSpec]) -> Combatant:
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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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abilities=AbilityScores(
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str_score=10,
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dex_score=10,
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con_score=10,
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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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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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hp_max=100,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=attacks,
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)
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def _engine(states: list[CombatantState], rows: list[str]) -> CombatEngine:
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return CombatEngine(ScriptedRng([]), _grid(rows), states)
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# (a) no usable weapon at all.
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def test_weapon_reason_no_weapon_when_actor_unarmed() -> None:
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"""Given: an actor with no attacks at all facing an adjacent foe
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When: the Observation is built for the actor
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Then: weapon_for is None with weapon_reason no_weapon, and the charge
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helper's no-melee-weapon None maps to charge_reason no_weapon too."""
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actor = make_state(_combatant("unarmed", []), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 1))
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engine = _engine([actor, foe], _open_rows())
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obs = _snapshot(engine, actor)
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pair = _pair_for(obs, 1)
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assert pair["weapon_for"] is None
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assert pair["weapon_reason"] == "no_weapon"
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assert pair["can_charge"] is False
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assert pair["charge_reason"] == "no_weapon"
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# (b) line of effect blocked by a wall column.
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def test_weapon_reason_no_line_of_effect_behind_wall_column() -> None:
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"""Given: an archer at (4, 0) and a foe at (4, 4) behind a full wall column
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When: the Observation is built for the archer
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Then: weapon_reason and charge_reason are both no_line_of_effect."""
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archer = make_state(_combatant("archer", [_bow("archer")]), "players", (4, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (4, 4))
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rows = ["..#....."] * 8
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engine = _engine([archer, foe], rows)
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obs = _snapshot(engine, archer)
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pair = _pair_for(obs, 1)
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assert pair["has_line_of_effect"] is False
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assert pair["weapon_for"] is None
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assert pair["weapon_reason"] == "no_line_of_effect"
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assert pair["can_charge"] is False
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assert pair["charge_reason"] == "no_line_of_effect"
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# (c) weapon usable but the target out of reach.
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def test_weapon_reason_out_of_range_with_clear_line() -> None:
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"""Given: a melee-only actor at (1, 0) and a foe at (1, 4) on open ground
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When: the Observation is built for the actor
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Then: weapon_reason is out_of_range (weapon exists, LoE is clear)."""
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striker = make_state(_combatant("swordsman", [_sword("swordsman")]), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 4))
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engine = _engine([striker, foe], _open_rows())
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obs = _snapshot(engine, striker)
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pair = _pair_for(obs, 1)
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assert pair["has_line_of_effect"] is True
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assert pair["weapon_for"] is None
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assert pair["weapon_reason"] == "out_of_range"
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# (d) a valid attack carries no reason.
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def test_weapon_reason_none_for_valid_adjacent_attack() -> None:
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"""Given: an armed actor adjacent to a foe on open ground
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When: the Observation is built
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Then: weapon_for names the weapon and weapon_reason is None."""
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actor = make_state(_combatant("hero", [_sword("hero")]), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 1))
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engine = _engine([actor, foe], _open_rows())
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obs = _snapshot(engine, actor)
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pair = _pair_for(obs, 1)
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assert pair["weapon_for"] == "short sword"
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assert pair["weapon_reason"] is None
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# (e) charge blocked by interposed creatures despite a clear line of effect.
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def test_charge_reason_no_charge_path_when_creatures_block_the_line() -> None:
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"""Given: an actor at (1, 0), a foe at (1, 3), creatures at (1, 1), (0, 2)
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and (2, 2) — every straight Bresenham line to any attackable anchor passes
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through one of them, while terrain LoE stays clear
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When: the Observation is built for the actor
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Then: can_charge is False and charge_reason is the engine's no_charge_path."""
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actor = make_state(_combatant("hero", [_sword("hero")]), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 3))
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guard_a = make_state(_combatant("guard-a", [_sword("guard-a")]), "monsters", (1, 1))
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guard_b = make_state(_combatant("guard-b", [_sword("guard-b")]), "monsters", (0, 2))
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guard_c = make_state(_combatant("guard-c", [_sword("guard-c")]), "monsters", (2, 2))
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engine = _engine([actor, foe, guard_a, guard_b, guard_c], _open_rows())
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obs = _snapshot(engine, actor)
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pair = _pair_for(obs, 1)
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assert pair["has_line_of_effect"] is True
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assert pair["can_charge"] is False
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assert pair["charge_reason"] == "no_charge_path"
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# (f) valid charge, and the ranged-only charge refusal.
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def test_charge_reason_none_for_valid_charge() -> None:
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"""Given: an armed actor at (1, 0) and a foe at (1, 4) on an open straight line
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When: the Observation is built
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Then: can_charge is True and charge_reason is None."""
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actor = make_state(_combatant("hero", [_sword("hero")]), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 4))
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engine = _engine([actor, foe], _open_rows())
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obs = _snapshot(engine, actor)
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pair = _pair_for(obs, 1)
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assert pair["can_charge"] is True
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assert pair["charge_reason"] is None
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def test_charge_reason_no_weapon_for_ranged_only_actor() -> None:
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"""Given: a bow-only actor facing a foe 20 ft away on open ground
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When: the Observation is built
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Then: the attack is valid (weapon_reason None) but the charge helper
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returns None (no melee weapon) -> charge_reason no_weapon."""
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archer = make_state(_combatant("archer", [_bow("archer")]), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 4))
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engine = _engine([archer, foe], _open_rows())
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obs = _snapshot(engine, archer)
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pair = _pair_for(obs, 1)
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assert pair["weapon_for"] == "short bow"
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assert pair["weapon_reason"] is None
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assert pair["can_charge"] is False
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assert pair["charge_reason"] == "no_weapon"
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# (g) JSON serializability of the extended snapshot.
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def test_pair_failure_reasons_snapshot_is_json_serializable() -> None:
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"""Given: a snapshot whose pairs carry weapon_reason and charge_reason
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When: to_dict() is dumped to JSON
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Then: serialization round-trips and keeps both new keys."""
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actor = make_state(_combatant("swordsman", [_sword("swordsman")]), "players", (1, 0))
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foe = make_state(_combatant("foe", [_sword("foe")]), "monsters", (1, 4))
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engine = _engine([actor, foe], _open_rows())
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obs = _snapshot(engine, actor)
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data = json.loads(json.dumps(obs))
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pair = _pair_for(data, 1)
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assert pair["weapon_reason"] == "out_of_range"
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assert pair["charge_reason"] is None
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