feat(combat): add activate_power_attack action and consume Up Close and Deadly deed
- New Action kind activate_power_attack: free action that sets state.power_attack = True when the combatant has the Power Attack feat; logged no-op otherwise. Routed via _execute_movement (free-action branch) to keep _execute under the C901 complexity ceiling. - Consume deed_up_close_and_deadly in resolve_attack: the first attack resolved while the flag is set gains +1d6 if it is a ranged attack within 30 ft; the flag is reset in all cases (benefit lost if out of range or not ranged). Extracted into _consume_up_close_and_deadly helper. - Document activate_power_attack, corrected deed semantics, and the power_attack snapshot key in README. - Add tests/test_engine_fixes.py (5 tests): PA activation, no-feat no-op, deed+ranged within 30ft, deed out-of-range, deed melee.
This commit is contained in:
@@ -446,7 +446,10 @@ Règles modélisées :
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moins 2 morts-vivants ennemis sont groupés à 30 ft → les blesse en 2d6 ; le camp de la
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moins 2 morts-vivants ennemis sont groupés à 30 ft → les blesse en 2d6 ; le camp de la
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cible n'est pas pris en compte — seul `creature_type` compte, `selective_channeling` non
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cible n'est pas pris en compte — seul `creature_type` compte, `selective_channeling` non
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modélisé), sortilège `evil_eye` (nairda), deed `up_close_and_deadly`
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modélisé), sortilège `evil_eye` (nairda), deed `up_close_and_deadly`
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(tammara, action bonus +1d6 à ≤ 30 ft), `inspire_courage` + `spell_combat` (misty)
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(tammara, action bonus +1d6 à ≤ 30 ft — consommé sur la première attaque
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résolue : si elle est à distance ET à ≤ 30 ft, +1d6 s'ajoute aux dégâts ;
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sinon le bonus est perdu ; le drapeau est réinitialisé dans tous les cas),
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`inspire_courage` + `spell_combat` (misty)
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— couvertes par `tests/test_class_abilities.py`.
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— couvertes par `tests/test_class_abilities.py`.
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- Le Liche (`data/monsters/lich.json`) : `creature_type: "undead"` (sensible à l'énergie
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- Le Liche (`data/monsters/lich.json`) : `creature_type: "undead"` (sensible à l'énergie
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positive canalisée), aura de terreur (30 ft, Volonté DD 22 ou
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positive canalisée), aura de terreur (30 ft, Volonté DD 22 ou
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@@ -501,6 +504,10 @@ Règles modélisées :
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`terrain_semantics` + positions). Les API de décision exposées (items L1-L8)
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`terrain_semantics` + positions). Les API de décision exposées (items L1-L8)
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s'y retrouvent : `direction`/`trick_condition`/`weapon_id` sur `Action`,
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s'y retrouvent : `direction`/`trick_condition`/`weapon_id` sur `Action`,
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`can_charge` → `ChargeResult`, kinds `retrieve_weapon`/`repair_weapon`.
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`can_charge` → `ChargeResult`, kinds `retrieve_weapon`/`repair_weapon`.
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Le kind `activate_power_attack` (action libre) active le don Power Attack
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(`state.power_attack = True`) si le combattant possède le don ; sans le don,
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c'est un no-op journalisé. Le snapshot expose l'état courant via la clé
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`power_attack` (bool) par combattant.
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Non modélisé : la couche `markers` (points nommés de la carte) est validée à
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Non modélisé : la couche `markers` (points nommés de la carte) est validée à
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la lecture mais non appliquée dans la résolution.
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la lecture mais non appliquée dans la résolution.
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@@ -551,8 +558,9 @@ la lecture mais non appliquée dans la résolution.
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- `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec
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- `abilities.py` — dons et capacités : `AbilitySpec` (dataclass avec
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catégorie feat/class/racial/trait) et fabriques de dons (Weapon Focus ciblé
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catégorie feat/class/racial/trait) et fabriques de dons (Weapon Focus ciblé
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par arme, Toughness lié au niveau, Power Attack actif −X attaque / +2X
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par arme, Toughness lié au niveau, Power Attack actif −X attaque / +2X
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dégâts, X = BAB//4 + 1, mêlée uniquement, declared as free action at turn
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dégâts, X = BAB//4 + 1, mêlée uniquement, activé comme action libre via le
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start via `state.power_attack`). Les modificateurs sont collectés par
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kind `activate_power_attack` qui pose `state.power_attack`). Les
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modificateurs sont collectés par
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`_stat_modifiers` avec filtrage par arme (`weapon_filter`). Le champ
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`_stat_modifiers` avec filtrage par arme (`weapon_filter`). Le champ
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`features` de `Combatant` contient les aptitudes permanentes ; le chargeur
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`features` de `Combatant` contient les aptitudes permanentes ; le chargeur
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(`loaders/combatant.py`) résout les noms de dons des fiches vers des
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(`loaders/combatant.py`) résout les noms de dons des fiches vers des
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@@ -489,6 +489,7 @@ class Action:
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"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
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"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
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"maneuver", "channel_energy", "hex", "deed", "spell_combat",
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"maneuver", "channel_energy", "hex", "deed", "spell_combat",
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"inspire_courage", "retrieve_weapon", "repair_weapon",
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"inspire_courage", "retrieve_weapon", "repair_weapon",
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"activate_power_attack",
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]
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]
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target_id: str | None = None
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target_id: str | None = None
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spell_name: str | None = None
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spell_name: str | None = None
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@@ -1373,12 +1374,40 @@ class CombatEngine:
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damage *= weapon.crit_mult
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damage *= weapon.crit_mult
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damage = self._apply_dr(damage, weapon, target)
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damage = self._apply_dr(damage, weapon, target)
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target.hp -= damage
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target.hp -= damage
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damage = self._consume_up_close_and_deadly(
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attacker, target, weapon, dist_ft, damage, hit=hit
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)
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return AttackResult(
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return AttackResult(
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hit=hit, crit=crit, damage=damage, roll=roll, total=total, ac=ac,
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hit=hit, crit=crit, damage=damage, roll=roll, total=total, ac=ac,
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penalty=penalty, flank_bonus=flank, high_ground_bonus=high_ground,
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penalty=penalty, flank_bonus=flank, high_ground_bonus=high_ground,
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base_bonus=base_bonus,
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base_bonus=base_bonus,
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)
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)
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def _consume_up_close_and_deadly(
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self,
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attacker: CombatantState,
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target: CombatantState,
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weapon: AttackSpec,
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dist_ft: int,
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damage: int,
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*,
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hit: bool,
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) -> int:
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"""Consume the Up Close and Deadly deed on the first attack resolved.
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The deed applies +1d6 to a ranged attack within 30 ft; the flag is
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reset after the first attack in all cases (the benefit is lost if the
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attack is out of range or not ranged).
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"""
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if not attacker.deed_up_close_and_deadly:
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return damage
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if hit and self._is_ranged_attack(weapon) and dist_ft <= _UP_CLOSE_RANGE_FT:
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bonus = self._rng.roll_die(6)
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damage += bonus
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target.hp -= bonus
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attacker.deed_up_close_and_deadly = False
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return damage
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def _apply_dr(self, damage: int, weapon: AttackSpec, target: CombatantState) -> int:
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def _apply_dr(self, damage: int, weapon: AttackSpec, target: CombatantState) -> int:
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dr: DamageReduction | None = target.combatant.dr
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dr: DamageReduction | None = target.combatant.dr
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if dr is None:
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if dr is None:
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@@ -1990,6 +2019,8 @@ class CombatEngine:
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self._move(state, target)
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self._move(state, target)
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elif kind == "wait":
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elif kind == "wait":
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self._log(f"round {self._current_round} {state.combatant.id}: wait")
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self._log(f"round {self._current_round} {state.combatant.id}: wait")
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elif kind == "activate_power_attack":
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self._execute_activate_power_attack(state)
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def _execute_immediate(
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def _execute_immediate(
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self, state: CombatantState, target: CombatantState | None, action: Action
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self, state: CombatantState, target: CombatantState | None, action: Action
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@@ -2011,6 +2042,20 @@ class CombatEngine:
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elif target is not None:
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elif target is not None:
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self._execute_attack(state, target, "attack")
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self._execute_attack(state, target, "attack")
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def _execute_activate_power_attack(self, state: CombatantState) -> None:
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"""Activate Power Attack as a free action (requires the feat)."""
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if not self._has_feat(state, "Power Attack"):
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"activate_power_attack: no Power Attack feat"
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)
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return
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state.power_attack = True
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"Power Attack activated"
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)
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def _check_reactions(self, event: ReactionEvent) -> None:
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def _check_reactions(self, event: ReactionEvent) -> None:
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"""Offer an event to the reaction policy; execute the first immediate.
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"""Offer an event to the reaction policy; execute the first immediate.
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@@ -0,0 +1,159 @@
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"""Engine-level tests for the two audit fixes.
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Covers:
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- ``activate_power_attack`` action kind: sets ``state.power_attack`` as a free
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action when the combatant has the Power Attack feat, and is a logged no-op
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otherwise.
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- ``deed_up_close_and_deadly`` consumption: the +1d6 bonus applies to the
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first ranged attack within 30 ft and the flag is reset; the flag is reset
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with no bonus when the first attack is out of range or not ranged.
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"""
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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 Action, 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 _combatant(
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cid: str,
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*,
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kind: str = "melee",
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range_increment_ft: int | None = None,
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features: list | 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="weapon",
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kind=kind,
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attack_bonus=5,
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damage=[DamageComponent(formula=parse_dice("1d8"), types=["slashing"])],
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range_increment_ft=range_increment_ft,
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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=4,
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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 [],
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)
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def _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 _engine(
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attacker: Combatant, target: Combatant, queue: list[int]
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) -> tuple[CombatEngine, CombatantState, CombatantState]:
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a = CombatantState(combatant=attacker, side="players", pos=(0, 0), hp=attacker.hp_max)
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t = CombatantState(combatant=target, side="monsters", pos=(0, 0), hp=target.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, [a, t])
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return engine, a, t
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class TestActivatePowerAttack:
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"""Given: a combatant with the Power Attack feat
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When: an activate_power_attack action is executed
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Then: state.power_attack is set True and the activation is logged."""
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def test_sets_flag_and_logs(self) -> None:
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attacker = _combatant("fighter", features=[POWER_ATTACK])
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engine, a, _ = _engine(attacker, _foe(), [])
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engine._execute(a, Action(kind="activate_power_attack"))
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assert a.power_attack is True
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assert any("Power Attack activated" in line for line in engine._transcript)
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def test_without_feat_is_noop_with_warning(self) -> None:
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attacker = _combatant("fighter")
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engine, a, _ = _engine(attacker, _foe(), [])
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engine._execute(a, Action(kind="activate_power_attack"))
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assert a.power_attack is False
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assert any("no Power Attack feat" in line for line in engine._transcript)
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class TestDeedUpCloseAndDeadly:
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"""Given: an attacker with deed_up_close_and_deadly set
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When: an attack is resolved
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Then: the first ranged attack within 30 ft gains +1d6 and the flag resets;
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otherwise the flag resets with no bonus."""
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def test_ranged_within_30ft_adds_d6_and_resets(self) -> None:
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attacker = _combatant("gunner", kind="ranged", range_increment_ft=60)
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target = _foe()
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engine, a, t = _engine(attacker, target, [15, 4, 3])
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a.deed_up_close_and_deadly = True
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result = engine.resolve_attack(a, t, attacker.attacks[0])
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assert result.hit is True
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assert result.damage == 4 + 3 # 1d8(4) + 1d6(3)
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assert a.deed_up_close_and_deadly is False
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def test_out_of_range_resets_without_bonus(self) -> None:
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attacker = _combatant("gunner", kind="ranged", range_increment_ft=60)
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target = _foe()
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engine, a, t = _engine(attacker, target, [15, 4])
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a.deed_up_close_and_deadly = True
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t.pos = (10, 0) # 50 ft away, beyond the 30 ft deed range
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result = engine.resolve_attack(a, t, attacker.attacks[0])
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assert result.hit is True
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assert result.damage == 4 # no +1d6
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assert a.deed_up_close_and_deadly is False
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def test_melee_attack_resets_without_bonus(self) -> None:
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attacker = _combatant("fighter")
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target = _foe()
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engine, a, t = _engine(attacker, target, [15, 4])
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a.deed_up_close_and_deadly = True
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result = engine.resolve_attack(a, t, attacker.attacks[0])
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assert result.hit is True
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assert result.damage == 4 # no +1d6 (not ranged)
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assert a.deed_up_close_and_deadly is False
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