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
This commit is contained in:
2026-08-17 22:49:50 +02:00
parent ba1c3c2117
commit 97c0431479
5 changed files with 266 additions and 8 deletions
+5 -3
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@@ -379,9 +379,11 @@ dans la résolution) :
à `resolve_attack` (attaque, dégâts, CA) et `resolve_save` (jets de à `resolve_attack` (attaque, dégâts, CA) et `resolve_save` (jets de
sauvegarde) via `_stat_modifiers` qui collecte effets + conditions. sauvegarde) via `_stat_modifiers` qui collecte effets + conditions.
- `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec - `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec
catégorie feat/class/racial/trait) et dons passifs prédéfinis (Weapon Focus, catégorie feat/class/racial/trait), dons passifs prédéfinis (Weapon Focus,
Toughness, Iron Will, Great Fortitude, Lightning Reflexes, Alertness, Toughness, Iron Will, Great Fortitude, Lightning Reflexes, Alertness,
Point-Blank Shot, Dodge). Les modificateurs sont collectés par Point-Blank Shot, Dodge) et don actif Power Attack (X attaque / +2X dégâts,
X = BAB//4 + 1, mêlée uniquement, declared as free action at turn start via
`state.power_attack`). Les modificateurs sont collectés par
`_stat_modifiers` avec filtrage par arme (`weapon_filter`). Le champ `_stat_modifiers` avec filtrage par arme (`weapon_filter`). Le champ
`features` de `Combatant` contient les aptitudes permanentes. `features` de `Combatant` contient les aptitudes permanentes.
- `metrics.py` — statistiques en forme fermée : `win_rate`, `win_rate_sigma`, - `metrics.py` — statistiques en forme fermée : `win_rate`, `win_rate_sigma`,
@@ -399,7 +401,7 @@ dans la résolution) :
La gate de validation complète (tests + lint + types) : La gate de validation complète (tests + lint + types) :
```bash ```bash
uv run pytest -q # 293 tests uv run pytest -q # 307 tests
uv run ruff check src tests uv run ruff check src tests
uv run basedpyright src # mode strict uv run basedpyright src # mode strict
``` ```
+1 -1
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@@ -47,7 +47,7 @@ allowed-confusables = ["σ"]
[tool.ruff.lint.per-file-ignores] [tool.ruff.lint.per-file-ignores]
# Tests: assert is expected, magic numbers are fine, annotations are noisy, # Tests: assert is expected, magic numbers are fine, annotations are noisy,
# parametrized golden tests legitimately take many arguments # parametrized golden tests legitimately take many arguments
"tests/**" = ["S101", "PLR2004", "ANN", "PLR0913", "PLR0917", "ARG001"] "tests/**" = ["S101", "PLR2004", "ANN", "PLR0913", "PLR0917", "ARG001", "SLF001", "RUF059"]
# rng.py: `random.Random` is used for reproducible Monte Carlo streams, not cryptography # rng.py: `random.Random` is used for reproducible Monte Carlo streams, not cryptography
"src/pf1e_simulator/rng.py" = ["S311"] "src/pf1e_simulator/rng.py" = ["S311"]
# cli.py: stdout printing is the point of a CLI # cli.py: stdout printing is the point of a CLI
+8 -2
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@@ -139,5 +139,11 @@ DODGE = AbilitySpec(
), ),
) )
# Skill Focus: +3 to a skill (not yet modeled — skills deferred) # Power Attack: active feat — declare at turn start, -X atk / +2X dmg on all
# Defined as a placeholder for future expansion. # melee attacks this turn, where X = BAB//4 + 1 (min 1). No passive modifiers;
# the engine checks for this feat and the ``power_attack`` flag on state.
POWER_ATTACK = AbilitySpec(
name="Power Attack",
category="feat",
source_detail="feat lv1",
)
+16 -2
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@@ -162,6 +162,7 @@ class CombatantState:
effects: list[StatModifier] = field(default_factory=list) effects: list[StatModifier] = field(default_factory=list)
conditions: list[Condition] = field(default_factory=list) conditions: list[Condition] = field(default_factory=list)
moved_this_turn: bool = False moved_this_turn: bool = False
power_attack: bool = False
@property @property
def active(self) -> bool: def active(self) -> bool:
@@ -266,6 +267,7 @@ class CombatEngine:
"""Execute one combatant's full turn; return True if the battle is over.""" """Execute one combatant's full turn; return True if the battle is over."""
state.effects.clear() state.effects.clear()
state.moved_this_turn = False state.moved_this_turn = False
state.power_attack = False
actions = self._policy(self, state) actions = self._policy(self, state)
before = len(self._transcript) before = len(self._transcript)
for action in actions: for action in actions:
@@ -378,6 +380,16 @@ class CombatEngine:
mods.append(m) mods.append(m)
return mods return mods
def _has_feat(self, state: CombatantState, feat_name: str) -> bool:
"""True if the combatant has a feature with the given name."""
return any(f.name == feat_name for f in state.combatant.features)
def _power_attack_amt(self, attacker: CombatantState) -> int:
"""Power Attack exchange amount: X = BAB//4 + 1 (min 1). Returns 0 if inactive."""
if not attacker.power_attack or not self._has_feat(attacker, "Power Attack"):
return 0
return max(1, attacker.combatant.bab // 4 + 1)
def resolve_attack( def resolve_attack(
self, self,
attacker: CombatantState, attacker: CombatantState,
@@ -394,7 +406,8 @@ class CombatEngine:
base_bonus = bonus_override if bonus_override is not None else weapon.attack_bonus base_bonus = bonus_override if bonus_override is not None else weapon.attack_bonus
atk_mods = self._stat_modifiers(attacker, "attack", weapon_name=weapon.name) atk_mods = self._stat_modifiers(attacker, "attack", weapon_name=weapon.name)
attack_mod = resolve_modifiers(atk_mods) attack_mod = resolve_modifiers(atk_mods)
total = roll + base_bonus + penalty + flank + attack_mod pa_amt = self._power_attack_amt(attacker) if weapon.kind == "melee" else 0
total = roll + base_bonus + penalty + flank + attack_mod - pa_amt
ac = target.combatant.ac.total + resolve_modifiers(self._stat_modifiers(target, "ac")) ac = target.combatant.ac.total + resolve_modifiers(self._stat_modifiers(target, "ac"))
occupied = frozenset( occupied = frozenset(
s.pos for s in self._states if s.active and s is not attacker and s is not target s.pos for s in self._states if s.active and s is not attacker and s is not target
@@ -413,11 +426,12 @@ class CombatEngine:
if hit: if hit:
if roll != _NATURAL_ONE and roll >= weapon.crit_range: if roll != _NATURAL_ONE and roll >= weapon.crit_range:
confirm = self._rng.d20() confirm = self._rng.d20()
confirm_total = confirm + base_bonus + penalty + flank + attack_mod confirm_total = confirm + base_bonus + penalty + flank + attack_mod - pa_amt
crit = confirm != _NATURAL_ONE and confirm_total >= ac crit = confirm != _NATURAL_ONE and confirm_total >= ac
dmg_mods = self._stat_modifiers(attacker, "damage", weapon_name=weapon.name) dmg_mods = self._stat_modifiers(attacker, "damage", weapon_name=weapon.name)
damage = sum(c.formula.roll(self._rng) for c in weapon.damage) + weapon.damage_bonus damage = sum(c.formula.roll(self._rng) for c in weapon.damage) + weapon.damage_bonus
damage += resolve_modifiers(dmg_mods) damage += resolve_modifiers(dmg_mods)
damage += pa_amt * 2 if weapon.kind == "melee" else 0
if crit: if crit:
damage *= weapon.crit_mult damage *= weapon.crit_mult
damage = self._apply_dr(damage, weapon, target) damage = self._apply_dr(damage, weapon, target)
+236
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@@ -0,0 +1,236 @@
"""Tests for Power Attack active feat: -X attack / +2X damage toggle."""
from __future__ import annotations
from pf1e_simulator.abilities import POWER_ATTACK
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.dice import parse_dice
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
def _make_fighter(
cid: str = "fighter",
*,
bab: int = 4,
attack_bonus: int = 5,
damage_bonus: int = 2,
features: list[object] | None = None,
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="longsword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula=parse_dice("1d8"), types=["slashing"])],
damage_bonus=damage_bonus,
)
return Combatant(
id=cid,
name=cid,
level=4,
size="Medium",
abilities=AbilityScores(
str_score=16, dex_score=12, con_score=14,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=30,
ac=ACProfile(total=18, touch=12, flat_footed=16),
bab=bab,
initiative_mod=2,
speed_land_ft=30,
saves=Saves(fort=6, ref=2, will=2),
attacks=[attack],
features=features or [], # type: ignore[arg-type]
)
def _make_foe(cid: str = "foe") -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="club",
kind="melee",
attack_bonus=3,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
)
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=20,
ac=ACProfile(total=15, touch=10, flat_footed=13),
bab=1,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=2, ref=1, will=0),
attacks=[attack],
)
def _make_engine(
fighter: Combatant, foe: Combatant, queue: list[int]
) -> tuple[CombatEngine, CombatantState, CombatantState]:
f = CombatantState(combatant=fighter, side="players", pos=(0, 0), hp=fighter.hp_max)
t = CombatantState(combatant=foe, side="monsters", pos=(0, 0), hp=foe.hp_max)
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
grid = Grid.from_spec(spec)
engine = CombatEngine(ScriptedRng(queue), grid, [f, t])
return engine, f, t
class TestPowerAttackAmount:
"""Given: a combatant with Power Attack feat and various BAB values
When: _power_attack_amt is called with power_attack=True
Then: returns X = BAB//4 + 1 (min 1). At BAB +4 and every +4, X increases by 1."""
def test_bab_1_gives_x1(self) -> None:
fighter = _make_fighter(bab=1, features=[POWER_ATTACK])
engine, f, _ = _make_engine(fighter, _make_foe(), [10])
f.power_attack = True
assert engine._power_attack_amt(f) == 1
def test_bab_4_gives_x2(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
engine, f, _ = _make_engine(fighter, _make_foe(), [10])
f.power_attack = True
assert engine._power_attack_amt(f) == 2
def test_bab_8_gives_x3(self) -> None:
fighter = _make_fighter(bab=8, features=[POWER_ATTACK])
engine, f, _ = _make_engine(fighter, _make_foe(), [10])
f.power_attack = True
assert engine._power_attack_amt(f) == 3
def test_bab_12_gives_x4(self) -> None:
fighter = _make_fighter(bab=12, features=[POWER_ATTACK])
engine, f, _ = _make_engine(fighter, _make_foe(), [10])
f.power_attack = True
assert engine._power_attack_amt(f) == 4
def test_flag_false_returns_zero(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
engine, f, _ = _make_engine(fighter, _make_foe(), [10])
f.power_attack = False
assert engine._power_attack_amt(f) == 0
def test_feat_missing_returns_zero(self) -> None:
fighter = _make_fighter(bab=4)
engine, f, _ = _make_engine(fighter, _make_foe(), [10])
f.power_attack = True
assert engine._power_attack_amt(f) == 0
class TestPowerAttackOnAttackRoll:
"""Given: an attacker with Power Attack active
When: resolve_attack is called
Then: the attack total is reduced by X."""
def test_bab_4_attack_reduced_by_2(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [15, 4])
f.power_attack = True
result = engine.resolve_attack(f, t, fighter.attacks[0])
assert result.total == 15 + 5 - 2 # 18
def test_bab_8_attack_reduced_by_3(self) -> None:
fighter = _make_fighter(bab=8, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [15, 4])
f.power_attack = True
result = engine.resolve_attack(f, t, fighter.attacks[0])
assert result.total == 15 + 5 - 3 # 17
def test_no_power_attack_normal_total(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [15, 4])
result = engine.resolve_attack(f, t, fighter.attacks[0])
assert result.total == 15 + 5 # 20
class TestPowerAttackOnDamage:
"""Given: an attacker with Power Attack active who hits
When: resolve_attack resolves damage
Then: damage is increased by 2X."""
def test_bab_4_damage_increased_by_4(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [15, 4])
f.power_attack = True
result = engine.resolve_attack(f, t, fighter.attacks[0])
assert result.hit is True
assert result.damage == 4 + 2 + 4 # 10
def test_bab_8_damage_increased_by_6(self) -> None:
fighter = _make_fighter(bab=8, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [15, 4])
f.power_attack = True
result = engine.resolve_attack(f, t, fighter.attacks[0])
assert result.hit is True
assert result.damage == 4 + 2 + 6 # 12
def test_no_power_attack_normal_damage(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [15, 4])
result = engine.resolve_attack(f, t, fighter.attacks[0])
assert result.hit is True
assert result.damage == 4 + 2 # 6
class TestPowerAttackOnlyMelee:
"""Given: an attacker with Power Attack active using a ranged weapon
When: resolve_attack is called
Then: Power Attack does not apply (melee only)."""
def test_ranged_attack_unaffected(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
fighter_ranged = fighter.model_copy(update={
"attacks": [AttackSpec(
id="fighter-w",
name="bow",
kind="ranged",
attack_bonus=5,
damage=[DamageComponent(formula=parse_dice("1d8"), types=["piercing"])],
range_increment_ft=60,
)],
})
foe = _make_foe()
engine, f, t = _make_engine(fighter_ranged, foe, [15, 4])
f.power_attack = True
result = engine.resolve_attack(f, t, fighter_ranged.attacks[0])
assert result.total == 15 + 5 # 20, no PA penalty
if result.hit:
assert result.damage == 4 # no PA bonus
class TestPowerAttackClearedOnTurn:
"""Given: a combatant with power_attack=True
When: _take_turn starts
Then: power_attack is cleared to False."""
def test_cleared_at_turn_start(self) -> None:
fighter = _make_fighter(bab=4, features=[POWER_ATTACK])
foe = _make_foe()
engine, f, t = _make_engine(fighter, foe, [10, 10])
f.power_attack = True
engine._take_turn(f)
assert f.power_attack is False