feat(abilities): add Power Attack active feat (-X atk / +2X dmg, melee only)
Power Attack is the first active feat: a free-action toggle declared at turn start. When state.power_attack is True and the combatant has the POWER_ATTACK feature, melee attacks apply -X to the attack roll and +2X to damage, where X = BAB//4 + 1 (min 1). Ranged attacks are unaffected. The flag is cleared at the start of each turn via _take_turn, like other per-turn state. - abilities.py: POWER_ATTACK constant (AbilitySpec, no passive effects) - combat.py: _has_feat helper, _power_attack_amt, resolve_attack applies penalty to attack total + crit confirm, bonus to damage - tests/test_power_attack.py: 14 tests (amount at BAB 1/4/8/12, flag false, feat missing, attack penalty, damage bonus, ranged unaffected, flag cleared on turn) - pyproject.toml: add SLF001 + RUF059 to test per-file-ignores (white-box testing accesses private helpers, partial tuple unpacking) - README.md: document Power Attack in abilities.py section, 307 tests
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"""Tests for Power Attack active feat: -X attack / +2X damage toggle."""
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from __future__ import annotations
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from pf1e_simulator.abilities import POWER_ATTACK
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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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def _make_fighter(
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cid: str = "fighter",
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*,
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bab: int = 4,
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attack_bonus: int = 5,
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damage_bonus: int = 2,
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features: list[object] | None = None,
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="longsword",
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kind="melee",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice("1d8"), types=["slashing"])],
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damage_bonus=damage_bonus,
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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=4,
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size="Medium",
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abilities=AbilityScores(
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str_score=16, dex_score=12, con_score=14,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=30,
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ac=ACProfile(total=18, touch=12, flat_footed=16),
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bab=bab,
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initiative_mod=2,
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speed_land_ft=30,
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saves=Saves(fort=6, ref=2, will=2),
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attacks=[attack],
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features=features or [], # type: ignore[arg-type]
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)
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def _make_foe(cid: str = "foe") -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="club",
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kind="melee",
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attack_bonus=3,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
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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=20,
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ac=ACProfile(total=15, touch=10, flat_footed=13),
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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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saves=Saves(fort=2, ref=1, will=0),
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attacks=[attack],
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)
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def _make_engine(
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fighter: Combatant, foe: Combatant, queue: list[int]
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) -> tuple[CombatEngine, CombatantState, CombatantState]:
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f = CombatantState(combatant=fighter, side="players", pos=(0, 0), hp=fighter.hp_max)
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t = CombatantState(combatant=foe, side="monsters", pos=(0, 0), hp=foe.hp_max)
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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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grid = Grid.from_spec(spec)
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engine = CombatEngine(ScriptedRng(queue), grid, [f, t])
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return engine, f, t
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class TestPowerAttackAmount:
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"""Given: a combatant with Power Attack feat and various BAB values
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When: _power_attack_amt is called with power_attack=True
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Then: returns X = BAB//4 + 1 (min 1). At BAB +4 and every +4, X increases by 1."""
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def test_bab_1_gives_x1(self) -> None:
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fighter = _make_fighter(bab=1, features=[POWER_ATTACK])
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engine, f, _ = _make_engine(fighter, _make_foe(), [10])
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f.power_attack = True
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assert engine._power_attack_amt(f) == 1
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def test_bab_4_gives_x2(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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engine, f, _ = _make_engine(fighter, _make_foe(), [10])
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f.power_attack = True
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assert engine._power_attack_amt(f) == 2
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def test_bab_8_gives_x3(self) -> None:
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fighter = _make_fighter(bab=8, features=[POWER_ATTACK])
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engine, f, _ = _make_engine(fighter, _make_foe(), [10])
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f.power_attack = True
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assert engine._power_attack_amt(f) == 3
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def test_bab_12_gives_x4(self) -> None:
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fighter = _make_fighter(bab=12, features=[POWER_ATTACK])
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engine, f, _ = _make_engine(fighter, _make_foe(), [10])
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f.power_attack = True
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assert engine._power_attack_amt(f) == 4
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def test_flag_false_returns_zero(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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engine, f, _ = _make_engine(fighter, _make_foe(), [10])
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f.power_attack = False
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assert engine._power_attack_amt(f) == 0
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def test_feat_missing_returns_zero(self) -> None:
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fighter = _make_fighter(bab=4)
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engine, f, _ = _make_engine(fighter, _make_foe(), [10])
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f.power_attack = True
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assert engine._power_attack_amt(f) == 0
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class TestPowerAttackOnAttackRoll:
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"""Given: an attacker with Power Attack active
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When: resolve_attack is called
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Then: the attack total is reduced by X."""
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def test_bab_4_attack_reduced_by_2(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [15, 4])
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f.power_attack = True
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result = engine.resolve_attack(f, t, fighter.attacks[0])
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assert result.total == 15 + 5 - 2 # 18
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def test_bab_8_attack_reduced_by_3(self) -> None:
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fighter = _make_fighter(bab=8, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [15, 4])
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f.power_attack = True
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result = engine.resolve_attack(f, t, fighter.attacks[0])
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assert result.total == 15 + 5 - 3 # 17
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def test_no_power_attack_normal_total(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [15, 4])
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result = engine.resolve_attack(f, t, fighter.attacks[0])
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assert result.total == 15 + 5 # 20
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class TestPowerAttackOnDamage:
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"""Given: an attacker with Power Attack active who hits
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When: resolve_attack resolves damage
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Then: damage is increased by 2X."""
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def test_bab_4_damage_increased_by_4(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [15, 4])
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f.power_attack = True
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result = engine.resolve_attack(f, t, fighter.attacks[0])
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assert result.hit is True
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assert result.damage == 4 + 2 + 4 # 10
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def test_bab_8_damage_increased_by_6(self) -> None:
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fighter = _make_fighter(bab=8, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [15, 4])
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f.power_attack = True
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result = engine.resolve_attack(f, t, fighter.attacks[0])
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assert result.hit is True
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assert result.damage == 4 + 2 + 6 # 12
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def test_no_power_attack_normal_damage(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [15, 4])
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result = engine.resolve_attack(f, t, fighter.attacks[0])
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assert result.hit is True
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assert result.damage == 4 + 2 # 6
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class TestPowerAttackOnlyMelee:
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"""Given: an attacker with Power Attack active using a ranged weapon
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When: resolve_attack is called
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Then: Power Attack does not apply (melee only)."""
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def test_ranged_attack_unaffected(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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fighter_ranged = fighter.model_copy(update={
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"attacks": [AttackSpec(
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id="fighter-w",
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name="bow",
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kind="ranged",
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attack_bonus=5,
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damage=[DamageComponent(formula=parse_dice("1d8"), types=["piercing"])],
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range_increment_ft=60,
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)],
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})
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foe = _make_foe()
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engine, f, t = _make_engine(fighter_ranged, foe, [15, 4])
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f.power_attack = True
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result = engine.resolve_attack(f, t, fighter_ranged.attacks[0])
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assert result.total == 15 + 5 # 20, no PA penalty
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if result.hit:
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assert result.damage == 4 # no PA bonus
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class TestPowerAttackClearedOnTurn:
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"""Given: a combatant with power_attack=True
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When: _take_turn starts
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Then: power_attack is cleared to False."""
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def test_cleared_at_turn_start(self) -> None:
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fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
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foe = _make_foe()
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engine, f, t = _make_engine(fighter, foe, [10, 10])
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f.power_attack = True
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engine._take_turn(f)
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assert f.power_attack is False
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