fix(rules): total defense and fighting defensively cannot be combined (SRD Total Defense) - no stacking, second declaration rejected
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@@ -1064,7 +1064,7 @@ ACTION_RESULT_REASONS: frozenset[str] = frozenset({
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"downgraded:surprise",
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"delayed", "already_delayed", "ready",
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"not_prone", "already_prone", "unreachable_destination",
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"weapon_unavailable", "invalid_destination",
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"weapon_unavailable", "invalid_destination", "cannot_combine",
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})
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_REASON_OK = "ok"
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_REASON_UNSUPPORTED_KIND = "unsupported_kind"
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@@ -1086,6 +1086,7 @@ _REASON_INVALID_DESTINATION = "invalid_destination"
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_REASON_NO_WEAPON = "no_weapon"
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_REASON_OUT_OF_RANGE = "out_of_range"
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_REASON_NO_LINE_OF_EFFECT = "no_line_of_effect"
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_REASON_CANNOT_COMBINE = "cannot_combine"
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# Action kinds that are declared but have no engine dispatch (U1 surfaces
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# them as explicit rejections instead of silent no-ops).
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@@ -4115,10 +4116,14 @@ class CombatEngine:
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+4 dodge bonus to AC until the start of the combatant's next turn.
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PF1e (SRD "Total Defense"): "You can't make attacks of opportunity
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while using total defense" — the flag drops the AoO allowance to 0
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(see ``_aoo_allowance``).
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(see ``_aoo_allowance``) — and "You can't combine total defense with
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fighting defensively": the bonus is SET (never stacked on a prior
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+2) and a pending fighting-defensively declaration is voided (under
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total defense no attack is made, so its -4 is moot).
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"""
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state.total_defense = True
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state.defensive_ac_bonus += _TOTAL_DEFENSE_AC_BONUS
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state.fight_defensively = False
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state.defensive_ac_bonus = _TOTAL_DEFENSE_AC_BONUS
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"total defense (+{_TOTAL_DEFENSE_AC_BONUS} AC)"
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@@ -4129,7 +4134,18 @@ class CombatEngine:
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"""Execute the fighting defensively action (PF1e): standard action
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granting a +2 dodge bonus to AC until the start of the combatant's
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next turn, at the cost of -4 on attack and crit confirmation rolls.
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PF1e (SRD "Total Defense"): "You can't combine total defense with
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fighting defensively" — the declaration is rejected while total
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defense is active.
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"""
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if state.total_defense:
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"fight_defensively rejected ({_REASON_CANNOT_COMBINE})"
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)
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return ActionResult(
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kind="fight_defensively", ok=False, reason=_REASON_CANNOT_COMBINE
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)
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state.fight_defensively = True
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state.defensive_ac_bonus += _FIGHT_DEFENSIVELY_AC_BONUS
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self._log(
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@@ -256,3 +256,48 @@ def test_control_moving_foe_does_provoke_aoo() -> None:
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eng = _duel(moving_foe, [10, 5, 8, 3], round_cap=1)
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t = eng.run().transcript
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assert any("AoO vs foe" in line for line in t)
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# ── (g) total defense and fighting defensively do not stack ────────────────────
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def test_fight_defensively_rejected_while_total_defense_active() -> None:
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# SRD "Total Defense": "You can't combine total defense with fighting
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# defensively." Declaring it after total defense is rejected; the AC
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# bonus stays exactly +4.
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def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "hero":
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return (
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Action(kind="total_defense"),
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Action(kind="fight_defensively"),
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)
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return _WAIT
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eng = _duel(policy, [10, 5], round_cap=1)
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t = eng.run().transcript
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hero = eng._states[0]
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assert "round 1 hero: fight_defensively rejected (cannot_combine)" in t
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assert hero.defensive_ac_bonus == 4
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assert hero.fight_defensively is False
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assert ("fight_defensively", False, "cannot_combine") in tuple(
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(r.kind, r.ok, r.reason) for r in hero.last_action_results
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)
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def test_total_defense_supersedes_a_fighting_defensively_declaration() -> None:
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# The reverse order: the +2 declaration is voided by the later total
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# defense — the bonus is set to +4 (not +6) and the -4 attack flag clears.
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def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "hero":
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return (
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Action(kind="fight_defensively"),
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Action(kind="total_defense"),
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)
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return _WAIT
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eng = _duel(policy, [10, 5], round_cap=1)
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eng.run()
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hero = eng._states[0]
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assert hero.defensive_ac_bonus == 4
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assert hero.fight_defensively is False
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assert hero.total_defense is True
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