fix(rules): apply cover by attacker's best corner for multi-square attackers
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@@ -495,7 +495,12 @@ Règles modélisées :
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(+2 partiel, +4 standard, +8 amélioré via `cover_bonus`) sur la touche et la
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(+2 partiel, +4 standard, +8 amélioré via `cover_bonus`) sur la touche et la
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confirmation de critique ; couvert mou : une créature active entre
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confirmation de critique ; couvert mou : une créature active entre
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l'attaquant et la cible octroie aussi +4 CA aux attaques à distance (les
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l'attaquant et la cible octroie aussi +4 CA aux attaques à distance (les
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attaques de mêlée ignorent les créatures).
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attaques de mêlée ignorent les créatures). Conformance B20 (CRB « Cover »,
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règle des coins) : c'est **l'attaquant qui choisit son meilleur coin** —
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une créature multi-cases (Large +) ne subit que le couvert de SA meilleure
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case occupée (minimum sur ses cases), pas le pire. Le côté cible reste
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évalué par la règle RAW : toute ligne vers tout coin des cases de la cible
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compte (maximum sur les coins de la cible).
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- Flanquement : +2 au jet d'attaque de mêlée (toucher de mêlée inclus, voir
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- Flanquement : +2 au jet d'attaque de mêlée (toucher de mêlée inclus, voir
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« Touch AC ») si un allié actif menace réellement la cible depuis la
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« Touch AC ») si un allié actif menace réellement la cible depuis la
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bordure ou le coin opposé — conformance P2 : l'allié doit **menacer** une
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bordure ou le coin opposé — conformance P2 : l'allié doit **menacer** une
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@@ -703,7 +708,10 @@ Règles modélisées :
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Les attaques de mêlée ne sont pas concernées.
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Les attaques de mêlée ne sont pas concernées.
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- Couvert : les trois niveaux PF1e sont modélisés via `cover_bonus` sur le
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- Couvert : les trois niveaux PF1e sont modélisés via `cover_bonus` sur le
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terrain — partiel +2, standard +4 (ou `cover: true`), amélioré +8 ; le
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terrain — partiel +2, standard +4 (ou `cover: true`), amélioré +8 ; le
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couvert mou des créatures reste +4 (couvert standard).
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couvert mou des créatures reste +4 (couvert standard). B20 (conformance) :
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pour un attaquant multi-cases, le bonus effectif est le **meilleur** (plus
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faible) couvert parmi ses cases occupées — l'attaquant choisit son meilleur
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coin/case selon le CRB ; les créatures 1×1 sont inchangées.
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- Invocation : les créatures invoquées agissent (calées sur la case d'initiative de
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- Invocation : les créatures invoquées agissent (calées sur la case d'initiative de
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leur conjurateur via `_build_round_order`) puis expirent après leur `summon_duration`
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leur conjurateur via `_build_round_order`) puis expirent après leur `summon_duration`
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(`_expire_summons` décrémente puis retire).
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(`_expire_summons` décrémente puis retire).
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@@ -254,9 +254,12 @@ def cover_bonus_cells(
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"""Effective cover bonus (0/2/4/8) for an attack between two sets of cells.
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"""Effective cover bonus (0/2/4/8) for an attack between two sets of cells.
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0 when there is no cover (see has_cover_cells for the corner rule);
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0 when there is no cover (see has_cover_cells for the corner rule);
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otherwise the highest cover level among the cells blocking the
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otherwise the cover level of the attacker's BEST occupied cell: each
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attacker-corner to target-corner lines. Interposed creatures grant soft
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attacker cell is scored by the per-cell corner rule against all of the
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cover (+4) on ranged attacks only, exactly as in has_cover_cells.
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target's cells, and the attacker picks the lowest-scoring (clearest)
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cell. Interposed creatures grant soft cover (+4) on ranged attacks only,
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exactly as in has_cover_cells. For a 1x1 attacker this is exactly the
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single-cell value.
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"""
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"""
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if not attacker_cells or not target_cells:
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if not attacker_cells or not target_cells:
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return 0
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return 0
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@@ -271,10 +274,18 @@ def cover_bonus_cells(
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occupied if ranged else frozenset(),
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occupied if ranged else frozenset(),
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bonus_of=terrain_cover_bonus,
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bonus_of=terrain_cover_bonus,
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)
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)
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return max(
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# PF1e CRB "Cover", rule of corners: the attacker chooses the corner (and,
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# for a multi-square creature, the occupied square) that gives it the best
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# shot, so it suffers only the MINIMUM cover over its own cells. The
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# target side is unchanged: RAW checks ANY line to ANY target corner, so
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# each attacker cell is scored by the MAXIMUM over its corner lines.
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per_cell_best = (
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max(
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lines.bonus(corner_a, corner_t)
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lines.bonus(corner_a, corner_t)
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for cell_a in attacker_cells
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for corner_a in _corners(cell_a)
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for corner_a in _corners(cell_a)
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for cell_t in target_cells
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for cell_t in target_cells
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for corner_t in _corners(cell_t)
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for corner_t in _corners(cell_t)
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)
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)
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for cell_a in attacker_cells
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)
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return min(per_cell_best)
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@@ -0,0 +1,152 @@
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"""Conformance B20: cover uses the ATTACKER's best corner/square.
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PF1e CRB "Cover" (rule of corners): the attacker chooses the corner of its
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square (and, for a multi-square creature, the occupied square) that gives it
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the best shot, so a multi-cell attacker suffers the MINIMUM cover over its
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own cells, not the maximum. The target side is unchanged: RAW checks ANY
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line to ANY target corner, so each attacker cell is scored by the maximum
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over its corner lines. 1x1 attackers are bit-identical to the old behavior.
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import CombatEngine
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.los import cover_bonus_cells
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.rng import ScriptedRng
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from tests.test_combat import make_combatant, make_state
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_FLOOR = TerrainType(type="floor", move_cost=1)
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_WALL = TerrainType(type="wall", move_cost=None, blocks_los=True)
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_PARTIAL = TerrainType(type="ruin", move_cost=None, cover_bonus=2)
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def _grid(rows: tuple[str, ...]) -> Grid:
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legend = {".": _FLOOR, "#": _WALL, "W": _PARTIAL}
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return Grid.from_spec(MapSpec(name="b20", terrain=rows, legend=legend))
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# Two-cell attacker {(0,0),(1,0)} shooting right at target (1,4):
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# the +2 ruins at (0,2)/(1,2) sit on the top cell's lines, the +4 wall at
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# (2,1) additionally sits on the bottom cell's low lines.
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_CORNER_GRID = ("..W..", "..W..", ".#...", ".....")
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# ---------------------------------------------------------------------------
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# (a) multi-cell attacker picks its best square: minimum, not maximum
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# ---------------------------------------------------------------------------
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def test_two_cell_attacker_uses_best_cell_cover() -> None:
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grid = _grid(_CORNER_GRID)
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top = frozenset({(0, 0)})
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bottom = frozenset({(1, 0)})
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target = frozenset({(1, 4)})
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# Per-cell scores pin the geometry: the top cell only sees +2 ruins,
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# the bottom cell's low lines also graze the +4 wall.
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assert cover_bonus_cells(grid, top, target, ranged=True) == 2
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assert cover_bonus_cells(grid, bottom, target, ranged=True) == 4
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# B20 fix: the attacker picks its best square -> min(2, 4) = 2.
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assert (
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cover_bonus_cells(grid, top | bottom, target, ranged=True) == 2
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)
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def test_two_cell_attacker_best_cell_alone_is_unchanged() -> None:
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grid = _grid(_CORNER_GRID)
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target = frozenset({(1, 4)})
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# A single-square attacker is the golden path: exactly its own score.
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assert cover_bonus_cells(grid, frozenset({(0, 0)}), target, ranged=True) == 2
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assert cover_bonus_cells(grid, frozenset({(1, 0)}), target, ranged=True) == 4
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# ---------------------------------------------------------------------------
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# (b) 1x1 attacker vs 2x2 target: target side keeps the max over corners
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# ---------------------------------------------------------------------------
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def test_single_attacker_vs_large_target_pins_cover_level() -> None:
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grid = _grid(("......", "..W...", "......"))
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attacker = frozenset({(1, 0)})
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large_target = frozenset({(0, 4), (0, 5), (1, 4), (1, 5)})
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# Cover is evaluated over ALL target corners: the big target keeps the
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# +2 it gains from the ruin, exactly as before the B20 fix.
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assert cover_bonus_cells(grid, attacker, large_target, ranged=True) == 2
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assert cover_bonus_cells(grid, attacker, frozenset({(1, 4)}), ranged=True) == 2
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# ---------------------------------------------------------------------------
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# (c) regression: single-square attacker vs wall still gets exactly +4
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# ---------------------------------------------------------------------------
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def test_single_square_attacker_wall_cover_unchanged() -> None:
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grid = _grid((".....", "..#..", "....."))
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assert (
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cover_bonus_cells(
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grid, frozenset({(1, 0)}), frozenset({(1, 4)}), ranged=True
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)
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== 4
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)
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# ---------------------------------------------------------------------------
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# (d) engine: Large attacker resolves with its best cell; snapshot agrees
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# ---------------------------------------------------------------------------
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def _large_archer_engine() -> CombatEngine:
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grid = _grid(_CORNER_GRID)
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archer = make_combatant(
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"ogre-archer", attack_bonus=4, kind="ranged", range_increment_ft=60
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)
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large = archer.model_copy(update={"size": "Large"})
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target = make_combatant("target", ac=13)
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states = [
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make_state(large, "players", (0, 0)),
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make_state(target, "monsters", (1, 4)),
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]
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return CombatEngine(ScriptedRng([12, 3, 2, 2]), grid, states)
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def test_large_attacker_ac_uses_best_cell_cover() -> None:
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engine = _large_archer_engine()
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archer, target = engine._states[0], engine._states[1]
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assert len(archer.occupied_cells()) == 4
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result = engine.resolve_attack(archer, target, archer.combatant.attacks[0])
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# 13 base + 2 (best cell of the footprint), NOT 13 + 4 (worst cell).
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assert result.ac == 15
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assert result.hit is True # 12 + 4 = 16 >= 15
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def test_observation_pair_cover_bonus_matches_attack() -> None:
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engine = _large_archer_engine()
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archer, target = engine._states[0], engine._states[1]
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obs = engine._build_observation(archer).to_dict()
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pair = next(p for p in obs["pairs"] if p["target_index"] == 1)
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result = engine.resolve_attack(archer, target, archer.combatant.attacks[0])
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assert pair["cover_bonus"] == 2
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assert result.ac - target.combatant.ac.total == pair["cover_bonus"]
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# ---------------------------------------------------------------------------
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# (e) false-positive lock: cover still applies to touch attacks (Oracle)
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# ---------------------------------------------------------------------------
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def test_ranged_touch_attack_still_gets_cover() -> None:
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grid = _grid((".....", "..#..", "....."))
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caster = make_combatant(
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"sorcerer", attack_bonus=4, kind="touch", range_increment_ft=30
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)
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target = make_combatant("target", ac=13)
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states = [
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make_state(caster, "players", (1, 0)),
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make_state(target, "monsters", (1, 4)),
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]
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engine = CombatEngine(ScriptedRng([12, 3]), grid, states)
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result = engine.resolve_attack(states[0], states[1], caster.attacks[0])
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# Touch AC 13 + 4 standard cover: cover is NOT removed for touch.
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assert result.ac == 17
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assert result.hit is False # 12 + 4 = 16 < 17
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