feat(combat): add full attack action with BAB iterative attacks
- New Action kind 'full_attack': manufactured weapons (count=1) gain BAB iteratives at +6/+11/+16 (-5/-10/-15 from attack bonus, capped at 4); natural weapons (count>1) delegate to _attack (no iteratives). - Extracted _resolve_swing from _attack: one swing, log, stats, target-down check. Both _attack and _full_attack use it. AttackResult gains base_bonus field so the transcript shows the actual bonus used per iterative. - default_policy now returns full_attack instead of attack when in range. Non-breaking for BAB < 6 (single swing, identical transcript). - Refactored round_no to self._current_round instance variable, removing it from 6 method signatures and fixing PLR0913 on _resolve_swing. - 4 new tests: BAB+6 two iteratives, BAB+11 three iteratives, target drops mid-full-attack, BAB<6 single swing. README and docstring updated; test count 202 -> 206.
This commit is contained in:
@@ -278,7 +278,10 @@ Règles modélisées :
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- Attaques multiples par action : une arme avec `count` > 1 (« 2x Talons »)
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résout `count` balayages indépendants dans la même action ; les balayages
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restants sont perdus si la cible tombe (inconsciente ou morte) en cours de
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rafale. Les itératifs de BAB (2e attaque à BAB +6…) ne sont pas modélisés.
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rafale. Attaque à outrance (action à round complet) : à BAB +6/+11/+16, des
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attaques supplémentaires à -5/-10/-15 ; les armes naturelles (`count` > 1)
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ne gagnent pas d'itératifs. Plusieurs armes naturelles en une seule attaque
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à outrance ne sont pas modélisées.
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- Mêlée : allonge d'une case ; mouvement : un déplacement parcourt jusqu'à la
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vitesse du combattant en cases le long du plus court chemin réel (champ de
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coût Dijkstra depuis la cible, diagonales 5-10-5), en s'arrêtant adjacent à
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@@ -306,9 +309,8 @@ appliquées dans la résolution) :
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- Sorts, jets de sauvegarde, conditions et états.
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- Attaques d'opportunité, manœuvres de combat.
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- Effets mécaniques de hauteur/élévation.
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- Tailles Large+ (2×2), allonge > 5 ft, itératifs de BAB, actions spéciales
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(attaque à outrance, charge, pas de placement, retraite) et actions
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immédiates hors-tour.
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- Tailles Large+ (2×2), allonge > 5 ft, actions spéciales
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(charge, pas de placement, retraite) et actions immédiates hors-tour.
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## Architecture
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@@ -342,7 +344,7 @@ appliquées dans la résolution) :
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La gate de validation complète (tests + lint + types) :
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```bash
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uv run pytest -q # 202 tests
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uv run pytest -q # 206 tests
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uv run ruff check src tests
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uv run basedpyright src # mode strict
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```
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+114
-54
@@ -13,7 +13,11 @@ Phase 0 documented deviations from PF1e (conventions):
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(AoO, flanking, full attack, charge, withdraw) are deferred.
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- A weapon with `count` > 1 ("2x Talons") resolves `count` independent attacks
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in one attack action; remaining swings are lost once the target drops
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(down or dead) mid-routine. BAB iterative attacks are not modeled.
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(down or dead) mid-routine. BAB iterative attacks (full-round action
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``full_attack``): at BAB +6/+11/+16, additional attacks at -5/-10/-15 from
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the weapon's attack bonus; iteratives are only computed for weapons with
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``count == 1`` (natural multi-attacks do not gain iteratives). Multiple
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natural weapons in a single full attack are not modeled.
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- Natural 1 always misses; natural 20 always hits and threatens a crit.
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- A confirmed crit multiplies the total damage (dice + flat bonus) by crit_mult.
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- DR applies once, after crit multiplication; any bypassing type defeats DR.
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@@ -60,6 +64,8 @@ _COVER_AC_BONUS = 4 # PF1e: partial cover grants +4 AC
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_RANGE_INCREMENT_PENALTY = 2 # PF1e: -2 per full range increment beyond the first
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_MAX_RANGE_INCREMENTS = 10 # PF1e: projectile weapons shoot up to 10 increments
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_FLANK_BONUS = 2 # PF1e: +2 melee attack when ally threatens opposite side
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_ITERATIVE_PENALTY = 5 # PF1e: each BAB iterative is at -5 from the previous
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_MAX_ITERATIVES = 4 # PF1e: BAB +16 gives 4 attacks (at +16, +11, +6, +1)
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_STEP_DELTAS: tuple[Pos, ...] = (
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(-1, -1),
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@@ -117,6 +123,7 @@ class AttackResult:
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ac: int
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penalty: int = 0
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flank_bonus: int = 0
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base_bonus: int = 0
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@dataclass(frozen=True)
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@@ -124,14 +131,17 @@ class Action:
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"""What a policy wants a combatant to do this turn.
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Kinds map to the six PF1e action types: ``attack`` is a standard action
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(single attack), ``move`` is a move action, ``full_round`` consumes the
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whole turn (full attack, charge, withdraw — deferred), ``swift`` and
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``free`` are minor actions, ``immediate`` is an off-turn reaction
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(deferred). ``wait`` is a no-op. The engine executes a policy-returned
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sequence per turn; the default policy currently emits one action.
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(single attack), ``move`` is a move action, ``full_attack`` is a full-round
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action (BAB iteratives), ``full_round`` is a generic full-round action
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(charge, withdraw — deferred), ``swift`` and ``free`` are minor actions,
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``immediate`` is an off-turn reaction (deferred). ``wait`` is a no-op.
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The engine executes a policy-returned sequence per turn.
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"""
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kind: Literal["attack", "move", "wait", "swift", "free", "immediate", "full_round"]
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kind: Literal[
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"attack", "move", "wait", "swift", "free", "immediate", "full_round",
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"full_attack",
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]
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target_id: str | None = None
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@@ -172,19 +182,20 @@ class CombatEngine:
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self._policy = policy if policy is not None else default_policy
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self._transcript: list[str] = []
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self._stats: dict[str, _LiveStats] = {s.combatant.id: _LiveStats() for s in states}
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self._current_round = 0
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def _take_turn(self, state: CombatantState, round_no: int) -> bool:
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def _take_turn(self, state: CombatantState) -> bool:
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"""Execute one combatant's full turn; return True if the battle is over."""
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actions = self._policy(self, state)
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before = len(self._transcript)
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for action in actions:
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if not state.active:
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break
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self._execute(state, action, round_no)
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self._execute(state, action)
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if self._winner_side() is not None:
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break
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if state.active and len(self._transcript) == before:
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self._log(f"round {round_no} {state.combatant.id}: wait")
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self._log(f"round {self._current_round} {state.combatant.id}: wait")
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return self._winner_side() is not None
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def run(self) -> CombatResult:
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@@ -192,10 +203,11 @@ class CombatEngine:
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order = self._roll_initiative()
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round_no = 1
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while round_no <= self._round_cap:
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self._current_round = round_no
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for state in order:
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if not state.active:
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continue
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if self._take_turn(state, round_no):
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if self._take_turn(state):
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break
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if self._winner_side() is not None:
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break
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@@ -265,14 +277,20 @@ class CombatEngine:
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return 0
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def resolve_attack(
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self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec
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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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*,
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bonus_override: int | None = None,
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) -> AttackResult:
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"""Roll one attack (with crit confirm and damage) and apply it."""
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roll = self._rng.d20()
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dist_ft = self._grid.distance(attacker.pos, target.pos) * _SQUARE_FT
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penalty = self.range_penalty(weapon, dist_ft)
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flank = self._flanking_bonus(attacker, target) if weapon.kind == "melee" else 0
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total = roll + weapon.attack_bonus + penalty + flank
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base_bonus = bonus_override if bonus_override is not None else weapon.attack_bonus
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total = roll + base_bonus + penalty + flank
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ac = target.combatant.ac.total
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occupied = frozenset(
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s.pos for s in self._states if s.active and s is not attacker and s is not target
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@@ -291,7 +309,7 @@ class CombatEngine:
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if hit:
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if roll != _NATURAL_ONE and roll >= weapon.crit_range:
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confirm = self._rng.d20()
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confirm_total = confirm + weapon.attack_bonus + penalty + flank
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confirm_total = confirm + base_bonus + penalty + flank
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crit = confirm != _NATURAL_ONE and confirm_total >= ac
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damage = sum(c.formula.roll(self._rng) for c in weapon.damage) + weapon.damage_bonus
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if crit:
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@@ -300,7 +318,7 @@ class CombatEngine:
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target.hp -= damage
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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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penalty=penalty, flank_bonus=flank,
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penalty=penalty, flank_bonus=flank, base_bonus=base_bonus,
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)
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def _apply_dr(self, damage: int, weapon: AttackSpec, target: CombatantState) -> int:
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@@ -340,63 +358,105 @@ class CombatEngine:
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return active_sides.pop()
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return None
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def _execute(self, state: CombatantState, action: Action, round_no: int) -> None:
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def _execute(self, state: CombatantState, action: Action) -> None:
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target = next((s for s in self._states if s.combatant.id == action.target_id), None)
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if action.kind == "attack":
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if action.kind in ("attack", "full_attack"):
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if target is None or not target.active:
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return
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weapon = self.weapon_for(state, target)
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if weapon is None:
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return
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self._attack(state, target, weapon, round_no)
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if action.kind == "full_attack":
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self._full_attack(state, target, weapon)
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else:
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self._attack(state, target, weapon)
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elif action.kind == "move":
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if target is None:
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return
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self._move(state, target, round_no)
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self._move(state, target)
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elif action.kind == "wait":
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self._log(f"round {round_no} {state.combatant.id}: wait")
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self._log(f"round {self._current_round} {state.combatant.id}: wait")
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def _attack(
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self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec, round_no: int
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) -> None:
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def _resolve_swing(
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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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*,
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label: str,
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bonus_override: int | None = None,
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) -> bool:
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"""Resolve one swing, log it, update stats. Return True if target dropped."""
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live = self._stats[attacker.combatant.id]
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target_live = self._stats[target.combatant.id]
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hp_before = target.hp
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result = self.resolve_attack(attacker, target, weapon, bonus_override=bonus_override)
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live.hits += int(result.hit)
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live.crits += int(result.crit)
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live.damage_dealt += result.damage
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target_live.damage_taken += result.damage
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outcome = "CRIT" if result.crit else "HIT" if result.hit else "MISS"
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flank_str = f"+{result.flank_bonus}(flank)" if result.flank_bonus else ""
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bonus_str = (
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f"{result.base_bonus}{result.penalty:+d}{flank_str}"
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if result.penalty
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else f"{result.base_bonus}{flank_str}"
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)
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line = (
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f"round {self._current_round} {attacker.combatant.id}: {label} "
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f"vs {target.combatant.id} "
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f"d20={result.roll}+{bonus_str}={result.total} "
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f"AC {result.ac} -> {outcome}"
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)
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if result.hit:
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line += f" {result.damage} damage ({hp_before}->{target.hp})"
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self._log(line)
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if target.dead:
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self._log(
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f"round {self._current_round} {attacker.combatant.id}: "
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f"{target.combatant.id} dead"
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)
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return True
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if not target.active:
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self._log(
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f"round {self._current_round} {attacker.combatant.id}: "
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f"{target.combatant.id} down"
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)
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return True
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return False
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def _attack(
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self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec
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) -> None:
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for swing in range(1, weapon.count + 1):
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hp_before = target.hp
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result = self.resolve_attack(attacker, target, weapon)
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live.hits += int(result.hit)
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live.crits += int(result.crit)
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live.damage_dealt += result.damage
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target_live.damage_taken += result.damage
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outcome = "CRIT" if result.crit else "HIT" if result.hit else "MISS"
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label = weapon.name if weapon.count == 1 else f"{weapon.name} #{swing}"
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flank_str = f"+{result.flank_bonus}(flank)" if result.flank_bonus else ""
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bonus = (
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f"{weapon.attack_bonus}{result.penalty:+d}{flank_str}"
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if result.penalty
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else f"{weapon.attack_bonus}{flank_str}"
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)
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line = (
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f"round {round_no} {attacker.combatant.id}: {label} vs {target.combatant.id} "
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f"d20={result.roll}+{bonus}={result.total} "
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f"AC {result.ac} -> {outcome}"
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)
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if result.hit:
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line += f" {result.damage} damage ({hp_before}->{target.hp})"
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self._log(line)
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if target.dead:
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self._log(f"round {round_no} {attacker.combatant.id}: {target.combatant.id} dead")
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return
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if not target.active:
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self._log(f"round {round_no} {attacker.combatant.id}: {target.combatant.id} down")
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if self._resolve_swing(attacker, target, weapon, label=label):
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return
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def _move(self, state: CombatantState, target: CombatantState, round_no: int) -> None:
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def _full_attack(
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self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec
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) -> None:
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if weapon.count > 1:
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self._attack(attacker, target, weapon)
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return
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n = min(
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_MAX_ITERATIVES,
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1 + max(0, (attacker.combatant.bab - 1) // _ITERATIVE_PENALTY),
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)
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for i in range(n):
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label = weapon.name if n == 1 else f"{weapon.name} #{i + 1}"
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bonus = weapon.attack_bonus - _ITERATIVE_PENALTY * i
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if self._resolve_swing(
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attacker, target, weapon, label=label, bonus_override=bonus
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):
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return
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def _move(self, state: CombatantState, target: CombatantState) -> None:
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path = self._move_path(state, target)
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if not path:
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return
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coords = "->".join(f"({p[0]},{p[1]})" for p in (state.pos, *path))
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self._log(f"round {round_no} {state.combatant.id}: move {coords}")
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self._log(f"round {self._current_round} {state.combatant.id}: move {coords}")
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state.pos = path[-1]
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def _move_path(self, state: CombatantState, target: CombatantState) -> list[Pos]:
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@@ -443,13 +503,13 @@ Policy = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
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def default_policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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"""Attack the nearest enemy in range; otherwise approach at full speed then try to attack."""
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"""Full-attack the nearest enemy in range; otherwise approach then full-attack."""
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target = engine.nearest_enemy(state)
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if target is None:
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return (Action(kind="wait"),)
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if engine.weapon_for(state, target) is not None:
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return (Action(kind="attack", target_id=target.combatant.id),)
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return (Action(kind="full_attack", target_id=target.combatant.id),)
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return (
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Action(kind="move", target_id=target.combatant.id),
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Action(kind="attack", target_id=target.combatant.id),
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Action(kind="full_attack", target_id=target.combatant.id),
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)
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@@ -865,3 +865,87 @@ def test_flanking_requires_ally_on_same_side() -> None:
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"round 1 tgt: short sword vs atk d20=5+2=7 AC 13 -> MISS",
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"battle over: draw after 1 rounds",
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)
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# --------------------------------------------------------------------------- #
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# Full attack (CRB: BAB iteratives at BAB, BAB-5, BAB-10, BAB-15) #
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# --------------------------------------------------------------------------- #
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def test_full_attack_bab6_two_iteratives() -> None:
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"""BAB +6 gives two attacks: at +6 and +1."""
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war = make_combatant("war", attack_bonus=6, hp=10, speed=0)
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tgt = make_combatant("tgt", hp=20, ac=15, attack_bonus=0, speed=0)
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states = [
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make_state(war, "players", (3, 4)),
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make_state(tgt, "monsters", (4, 4)),
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]
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engine = make_engine([10, 8, 12, 3, 5, 2], states, round_cap=1)
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result = engine.run()
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assert result.transcript == (
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"initiative: war d20=10+0=10",
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"initiative: tgt d20=8+0=8",
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"round 1 war: short sword #1 vs tgt d20=12+6=18 AC 15 -> HIT 3 damage (20->17)",
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"round 1 war: short sword #2 vs tgt d20=5+1=6 AC 15 -> MISS",
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"round 1 tgt: short sword vs war d20=2+0=2 AC 13 -> MISS",
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"battle over: draw after 1 rounds",
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)
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def test_full_attack_bab11_three_iteratives() -> None:
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"""BAB +11 gives three attacks: at +11, +6, +1."""
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war = make_combatant("war", attack_bonus=11, hp=10, speed=0)
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tgt = make_combatant("tgt", hp=30, ac=15, attack_bonus=0, speed=0)
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states = [
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make_state(war, "players", (3, 4)),
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make_state(tgt, "monsters", (4, 4)),
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]
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engine = make_engine([10, 8, 12, 3, 10, 2, 5, 2], states, round_cap=1)
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result = engine.run()
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assert result.transcript == (
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"initiative: war d20=10+0=10",
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"initiative: tgt d20=8+0=8",
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"round 1 war: short sword #1 vs tgt d20=12+11=23 AC 15 -> HIT 3 damage (30->27)",
|
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"round 1 war: short sword #2 vs tgt d20=10+6=16 AC 15 -> HIT 2 damage (27->25)",
|
||||
"round 1 war: short sword #3 vs tgt d20=5+1=6 AC 15 -> MISS",
|
||||
"round 1 tgt: short sword vs war d20=2+0=2 AC 13 -> MISS",
|
||||
"battle over: draw after 1 rounds",
|
||||
)
|
||||
|
||||
|
||||
def test_full_attack_stops_on_target_down() -> None:
|
||||
"""Remaining iteratives are lost when the target drops mid-full-attack."""
|
||||
war = make_combatant("war", attack_bonus=6, hp=10, speed=0)
|
||||
tgt = make_combatant("tgt", hp=5, ac=15, attack_bonus=0, speed=0)
|
||||
states = [
|
||||
make_state(war, "players", (3, 4)),
|
||||
make_state(tgt, "monsters", (4, 4)),
|
||||
]
|
||||
engine = make_engine([10, 8, 12, 5], states, round_cap=1)
|
||||
result = engine.run()
|
||||
assert result.transcript == (
|
||||
"initiative: war d20=10+0=10",
|
||||
"initiative: tgt d20=8+0=8",
|
||||
"round 1 war: short sword #1 vs tgt d20=12+6=18 AC 15 -> HIT 5 damage (5->0)",
|
||||
"round 1 war: tgt down",
|
||||
"battle over: players win in 1 rounds",
|
||||
)
|
||||
|
||||
|
||||
def test_full_attack_low_bab_single_swing() -> None:
|
||||
"""BAB < 6 gives one attack — same as a regular attack, no '#1' label."""
|
||||
war = make_combatant("war", attack_bonus=3, speed=0)
|
||||
tgt = make_combatant("tgt", hp=10, ac=15, attack_bonus=0, speed=0)
|
||||
states = [
|
||||
make_state(war, "players", (3, 4)),
|
||||
make_state(tgt, "monsters", (4, 4)),
|
||||
]
|
||||
engine = make_engine([10, 8, 12, 2, 5], states, round_cap=1)
|
||||
result = engine.run()
|
||||
assert result.transcript == (
|
||||
"initiative: war d20=10+0=10",
|
||||
"initiative: tgt d20=8+0=8",
|
||||
"round 1 war: short sword vs tgt d20=12+3=15 AC 15 -> HIT 2 damage (10->8)",
|
||||
"round 1 tgt: short sword vs war d20=5+0=5 AC 13 -> MISS",
|
||||
"battle over: draw after 1 rounds",
|
||||
)
|
||||
|
||||
Reference in New Issue
Block a user