feat(combat): add retrieve_weapon action to recover stolen weapons

This commit is contained in:
2026-09-06 10:01:07 +02:00
parent b640e29a91
commit 8e957c9fac
2 changed files with 181 additions and 1 deletions
+28 -1
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@@ -358,7 +358,7 @@ class Action:
"attack", "move", "wait", "swift", "free", "immediate", "full_round", "attack", "move", "wait", "swift", "free", "immediate", "full_round",
"full_attack", "charge", "withdraw", "5foot_step", "cast_spell", "full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
"maneuver", "channel_energy", "hex", "deed", "spell_combat", "maneuver", "channel_energy", "hex", "deed", "spell_combat",
"inspire_courage", "inspire_courage", "retrieve_weapon",
] ]
target_id: str | None = None target_id: str | None = None
spell_name: str | None = None spell_name: str | None = None
@@ -370,6 +370,7 @@ class Action:
channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
direction: tuple[int, int] | None = None # steering for directional maneuvers direction: tuple[int, int] | None = None # steering for directional maneuvers
trick_condition: TrickCondition | None = None # dirty trick condition choice trick_condition: TrickCondition | None = None # dirty trick condition choice
weapon_id: str | None = None # weapon id for retrieve_weapon / repair_weapon
@dataclass(frozen=True) @dataclass(frozen=True)
@@ -1475,6 +1476,8 @@ class CombatEngine:
state, target, action.maneuver, state, target, action.maneuver,
direction=action.direction, trick_condition=action.trick_condition, direction=action.direction, trick_condition=action.trick_condition,
) )
elif kind == "retrieve_weapon":
self._retrieve_weapon(state, action.weapon_id)
elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"): elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"):
self._execute_class_ability(state, target, action) self._execute_class_ability(state, target, action)
elif kind == "charge": elif kind == "charge":
@@ -1621,6 +1624,30 @@ class CombatEngine:
} }
handlers[maneuver]() handlers[maneuver]()
def _retrieve_weapon(self, state: CombatantState, weapon_id: str | None) -> None:
"""Restore a stolen weapon to its owner (remove it from ``weapon_stolen``).
No-op (with a log line) when ``weapon_id`` is None or the id was never
stolen. Once restored, the weapon is usable again via ``usable_attacks()``.
"""
if weapon_id is None:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"retrieve: nothing to retrieve"
)
return
if weapon_id not in state.weapon_stolen:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"retrieve {weapon_id}: nothing to retrieve"
)
return
state.weapon_stolen.remove(weapon_id)
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"retrieve {weapon_id} (restored)"
)
def _maneuver_cmb(self, state: CombatantState) -> int: def _maneuver_cmb(self, state: CombatantState) -> int:
return ( return (
state.combatant.cmb state.combatant.cmb
+153
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@@ -0,0 +1,153 @@
"""Tests for the ``retrieve_weapon`` action (recovering a stolen weapon).
L7 of the ``llm-policy-contract`` plan: ``Action`` gains a
``retrieve_weapon`` kind and a ``weapon_id`` field so a policy can restore a
weapon that a steal maneuver took from its owner. The weapon is removed from
``state.weapon_stolen`` and becomes usable again via ``usable_attacks()``.
No default policy emits ``retrieve_weapon``; it is only accepted by
``_execute`` (usage via custom policy / LLM).
"""
from __future__ import annotations
from pf1e_simulator.combat import Action, CombatantState, CombatEngine
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng, SeededRng
def make_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=6,
ac=ACProfile(total=13, touch=13, flat_footed=13),
bab=attack_bonus,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=0, ref=0, will=0),
attacks=[attack],
)
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]) -> CombatEngine:
return CombatEngine(ScriptedRng(queue), make_grid(), states)
def _weapon_ids(state: CombatantState) -> list[str]:
return [w.id for w in state.usable_attacks()]
# --- Test 1: retrieve restores a stolen weapon -------------------------------
def test_retrieve_restores_stolen_weapon() -> 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], [a, b])
engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="steal"))
assert "b-w" in b.weapon_stolen
assert "b-w" not in _weapon_ids(b)
engine._execute(b, Action(kind="retrieve_weapon", weapon_id="b-w"))
assert not b.weapon_stolen
assert "b-w" in _weapon_ids(b)
# --- Test 2: weapon_id=None -> nothing to retrieve, state unchanged ----------
def test_retrieve_none_logs_nothing_to_retrieve() -> 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))
b.weapon_stolen.add("b-w")
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="retrieve_weapon"))
assert "nothing to retrieve" in engine._transcript[-1]
assert b.weapon_stolen == {"b-w"}
# --- Test 3: unknown id (never stolen) -> log, state unchanged ---------------
def test_retrieve_unknown_id_logs_nothing_to_retrieve() -> 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))
b.weapon_stolen.add("b-w")
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="retrieve_weapon", weapon_id="ghost"))
assert "nothing to retrieve" in engine._transcript[-1]
assert b.weapon_stolen == {"b-w"}
# --- Test 4: real steal then retrieve restores the weapon --------------------
def test_steal_then_retrieve_restores_weapon() -> 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], [a, b])
engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="steal"))
assert "b-w" in b.weapon_stolen
assert engine.weapon_for(b, a) is None
engine._execute(b, Action(kind="retrieve_weapon", weapon_id="b-w"))
assert not b.weapon_stolen
assert engine.weapon_for(b, a) is not None
assert "retrieve b-w (restored)" in engine._transcript[-1]
# --- Test 5: determinism -----------------------------------------------------
def _run_with_retrieve() -> tuple[str, ...]:
a_spec = make_combatant("a", attack_bonus=5)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
b.weapon_stolen.add("b-w")
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "b":
return (Action(kind="retrieve_weapon", weapon_id="b-w"),)
return (Action(kind="wait"),)
engine = CombatEngine(SeededRng(42), make_grid(), [a, b], policy=policy)
return engine.run().transcript
def test_determinism_same_seed_same_transcript() -> None:
assert _run_with_retrieve() == _run_with_retrieve()