fix(rules): a blinded creature cannot charge, run, or withdraw (SRD charge.md: 'If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent'; full-round-actions.md: 'You can't run ... if you can't see where you're going' and 'you can't withdraw from combat if you're blinded') - can_charge gates blinded with no_line_of_effect, _execute_run joins the cant_charge no-op, _withdraw rejects blinded
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"""A blinded creature cannot charge, run, or withdraw (conformance).
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PF1e SRD "Charge" (charge.md): "If you don't have line of sight to the
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opponent at the start of your turn, you can't charge that opponent." SRD
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"Full-Round Actions -- Run" (full-round-actions.md): "You can't run across
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difficult terrain or if you can't see where you're going." SRD "Full-Round
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Actions -- Withdraw": "you can't withdraw from combat if you're blinded."
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The blinded condition (CRB Conditions: sight-based perception checks fail
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automatically) removes sight entirely, so all three actions are gated on it.
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import Action, CombatantState, CombatEngine
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from pf1e_simulator.conditions import CONDITIONS_BY_NAME
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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.map import MapSpec, TerrainType
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from pf1e_simulator.rng import ScriptedRng
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from tests.test_combat import make_combatant, make_state
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_FLOOR = TerrainType(type="floor", move_cost=1)
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def _open_grid(size: int = 8) -> Grid:
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spec = MapSpec(
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name="blinded-actions",
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terrain=tuple(["." * size] * size),
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legend={".": _FLOOR},
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)
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return Grid.from_spec(spec)
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def _add_condition(state: CombatantState, name: str) -> None:
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state.active_conditions.append(
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ActiveCondition(
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condition=CONDITIONS_BY_NAME[name], rounds_left=5, source="test"
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)
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)
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def _pair(
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*, blinded: bool
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) -> tuple[CombatEngine, CombatantState, CombatantState]:
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charger = make_combatant("charger", hp=20)
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foe = make_combatant("foe", hp=20)
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c = make_state(charger, "players", (1, 0))
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f = make_state(foe, "monsters", (1, 5))
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if blinded:
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_add_condition(c, "blinded")
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engine = CombatEngine(ScriptedRng([]), _open_grid(), [c, f])
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return engine, engine._states[0], engine._states[1]
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# ---------------------------------------------------------------------------
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# (a) charge
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# ---------------------------------------------------------------------------
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def test_blinded_cannot_charge() -> None:
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engine, c, f = _pair(blinded=True)
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result = engine.can_charge(c, f)
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assert result is not None
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assert result.weapon is None
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assert result.reason == "no_line_of_effect"
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def test_sighted_creature_still_charges() -> None:
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engine, c, f = _pair(blinded=False)
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result = engine.can_charge(c, f)
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assert result is not None
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assert result.weapon is not None
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assert result.reason is None
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def test_blinded_charge_action_does_not_move_or_attack() -> None:
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engine, c, f = _pair(blinded=True)
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engine._execute_charge(c, f)
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assert c.pos == (1, 0)
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assert f.hp == 20
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# ---------------------------------------------------------------------------
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# (b) run
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# ---------------------------------------------------------------------------
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def test_blinded_cannot_run() -> None:
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engine, c, f = _pair(blinded=True)
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result = engine._execute_run(c, f, Action(kind="run", target_id="foe"))
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assert result.ok is True
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assert c.pos == (1, 0)
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assert c.running is False
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assert any("wait (cannot run)" in line for line in engine._transcript)
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def test_sighted_creature_still_runs() -> None:
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engine, c, f = _pair(blinded=False)
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engine._execute_run(c, f, Action(kind="run", target_id="foe"))
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assert c.pos != (1, 0)
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assert c.running is True
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# ---------------------------------------------------------------------------
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# (c) withdraw
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# ---------------------------------------------------------------------------
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def test_blinded_cannot_withdraw() -> None:
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engine, c, f = _pair(blinded=True)
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engine._withdraw(c, f)
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assert c.pos == (1, 0)
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assert any("withdraw rejected (blinded)" in line for line in engine._transcript)
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def test_sighted_creature_still_withdraws() -> None:
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engine, c, f = _pair(blinded=False)
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c.pos = (1, 4) # adjacent to the foe: a real retreat is possible
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engine._withdraw(c, f)
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assert c.pos != (1, 4)
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assert c.moved_this_turn is True
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