feat(combat): add retrieve_weapon action to recover stolen weapons
This commit is contained in:
@@ -358,7 +358,7 @@ class Action:
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"attack", "move", "wait", "swift", "free", "immediate", "full_round",
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"attack", "move", "wait", "swift", "free", "immediate", "full_round",
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"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
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"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
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"maneuver", "channel_energy", "hex", "deed", "spell_combat",
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"maneuver", "channel_energy", "hex", "deed", "spell_combat",
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"inspire_courage",
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"inspire_courage", "retrieve_weapon",
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]
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]
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target_id: str | None = None
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target_id: str | None = None
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spell_name: str | None = None
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spell_name: str | None = None
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@@ -370,6 +370,7 @@ class Action:
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channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
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channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
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direction: tuple[int, int] | None = None # steering for directional maneuvers
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direction: tuple[int, int] | None = None # steering for directional maneuvers
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trick_condition: TrickCondition | None = None # dirty trick condition choice
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trick_condition: TrickCondition | None = None # dirty trick condition choice
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weapon_id: str | None = None # weapon id for retrieve_weapon / repair_weapon
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@dataclass(frozen=True)
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@dataclass(frozen=True)
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@@ -1475,6 +1476,8 @@ class CombatEngine:
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state, target, action.maneuver,
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state, target, action.maneuver,
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direction=action.direction, trick_condition=action.trick_condition,
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direction=action.direction, trick_condition=action.trick_condition,
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)
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)
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elif kind == "retrieve_weapon":
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self._retrieve_weapon(state, action.weapon_id)
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elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"):
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elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"):
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self._execute_class_ability(state, target, action)
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self._execute_class_ability(state, target, action)
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elif kind == "charge":
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elif kind == "charge":
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@@ -1621,6 +1624,30 @@ class CombatEngine:
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}
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}
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handlers[maneuver]()
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handlers[maneuver]()
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def _retrieve_weapon(self, state: CombatantState, weapon_id: str | None) -> None:
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"""Restore a stolen weapon to its owner (remove it from ``weapon_stolen``).
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No-op (with a log line) when ``weapon_id`` is None or the id was never
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stolen. Once restored, the weapon is usable again via ``usable_attacks()``.
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"""
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if weapon_id is None:
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"retrieve: nothing to retrieve"
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)
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return
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if weapon_id not in state.weapon_stolen:
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"retrieve {weapon_id}: nothing to retrieve"
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)
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return
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state.weapon_stolen.remove(weapon_id)
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"retrieve {weapon_id} (restored)"
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)
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def _maneuver_cmb(self, state: CombatantState) -> int:
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def _maneuver_cmb(self, state: CombatantState) -> int:
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return (
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return (
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state.combatant.cmb
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state.combatant.cmb
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@@ -0,0 +1,153 @@
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"""Tests for the ``retrieve_weapon`` action (recovering a stolen weapon).
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L7 of the ``llm-policy-contract`` plan: ``Action`` gains a
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``retrieve_weapon`` kind and a ``weapon_id`` field so a policy can restore a
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weapon that a steal maneuver took from its owner. The weapon is removed from
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``state.weapon_stolen`` and becomes usable again via ``usable_attacks()``.
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No default policy emits ``retrieve_weapon``; it is only accepted by
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``_execute`` (usage via custom policy / LLM).
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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.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, SeededRng
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def make_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="sword",
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kind="melee",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula="1d4", types=["slashing"])],
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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, dex_score=10, con_score=10,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=6,
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ac=ACProfile(total=13, touch=13, flat_footed=13),
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bab=attack_bonus,
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initiative_mod=0,
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speed_land_ft=30,
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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() -> Grid:
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
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return Grid.from_spec(spec)
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def make_engine(queue: list[int], states: list[CombatantState]) -> CombatEngine:
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return CombatEngine(ScriptedRng(queue), make_grid(), states)
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def _weapon_ids(state: CombatantState) -> list[str]:
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return [w.id for w in state.usable_attacks()]
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# --- Test 1: retrieve restores a stolen weapon -------------------------------
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def test_retrieve_restores_stolen_weapon() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="steal"))
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assert "b-w" in b.weapon_stolen
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assert "b-w" not in _weapon_ids(b)
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engine._execute(b, Action(kind="retrieve_weapon", weapon_id="b-w"))
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assert not b.weapon_stolen
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assert "b-w" in _weapon_ids(b)
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# --- Test 2: weapon_id=None -> nothing to retrieve, state unchanged ----------
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def test_retrieve_none_logs_nothing_to_retrieve() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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b.weapon_stolen.add("b-w")
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engine = make_engine([], [a, b])
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engine._execute(b, Action(kind="retrieve_weapon"))
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assert "nothing to retrieve" in engine._transcript[-1]
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assert b.weapon_stolen == {"b-w"}
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# --- Test 3: unknown id (never stolen) -> log, state unchanged ---------------
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def test_retrieve_unknown_id_logs_nothing_to_retrieve() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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b.weapon_stolen.add("b-w")
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engine = make_engine([], [a, b])
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engine._execute(b, Action(kind="retrieve_weapon", weapon_id="ghost"))
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assert "nothing to retrieve" in engine._transcript[-1]
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assert b.weapon_stolen == {"b-w"}
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# --- Test 4: real steal then retrieve restores the weapon --------------------
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def test_steal_then_retrieve_restores_weapon() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="steal"))
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assert "b-w" in b.weapon_stolen
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assert engine.weapon_for(b, a) is None
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engine._execute(b, Action(kind="retrieve_weapon", weapon_id="b-w"))
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assert not b.weapon_stolen
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assert engine.weapon_for(b, a) is not None
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assert "retrieve b-w (restored)" in engine._transcript[-1]
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# --- Test 5: determinism -----------------------------------------------------
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def _run_with_retrieve() -> tuple[str, ...]:
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a_spec = make_combatant("a", attack_bonus=5)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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b.weapon_stolen.add("b-w")
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def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "b":
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return (Action(kind="retrieve_weapon", weapon_id="b-w"),)
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return (Action(kind="wait"),)
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engine = CombatEngine(SeededRng(42), make_grid(), [a, b], policy=policy)
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return engine.run().transcript
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def test_determinism_same_seed_same_transcript() -> None:
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assert _run_with_retrieve() == _run_with_retrieve()
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