feat(combat): add trick_condition field to Action for dirty trick
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"""Tests for the ``trick_condition`` field on the dirty trick maneuver.
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L6 of the ``llm-policy-contract`` plan: ``Action`` gains a
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``trick_condition`` field that lets a policy choose which condition a
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successful dirty trick applies (blinded, deafened, entangled, nauseated)
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instead of always applying ``dazzled``.
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When ``trick_condition`` is ``None`` the previous behavior (``dazzled``) is
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kept bit-identical.
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import Action, CombatantState, CombatEngine
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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, SeededRng
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def make_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="sword",
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kind="melee",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula="1d4", types=["slashing"])],
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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=6,
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ac=ACProfile(total=13, touch=13, flat_footed=13),
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bab=attack_bonus,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[attack],
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)
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def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
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return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
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def make_grid() -> Grid:
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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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return Grid.from_spec(spec)
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def make_engine(queue: list[int], states: list[CombatantState]) -> CombatEngine:
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return CombatEngine(ScriptedRng(queue), make_grid(), states)
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def _condition_names(state: CombatantState) -> list[str]:
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return [ac.condition.name for ac in state.active_conditions]
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# --- Test 1: explicit trick_condition applies that condition -----------------
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def test_dirty_trick_blinded() -> None:
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a_spec = make_combatant("a")
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick", trick_condition="blinded")
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assert _condition_names(b) == ["blinded"]
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# --- Test 2: trick_condition=None keeps historical dazzled -------------------
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def test_dirty_trick_default_dazzled() -> None:
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a_spec = make_combatant("a")
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick")
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assert _condition_names(b) == ["dazzled"]
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# --- Test 3: each other valid condition --------------------------------------
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def test_dirty_trick_deafened() -> None:
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a_spec = make_combatant("a")
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick", trick_condition="deafened")
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assert _condition_names(b) == ["deafened"]
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def test_dirty_trick_entangled() -> None:
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a_spec = make_combatant("a")
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick", trick_condition="entangled")
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assert _condition_names(b) == ["entangled"]
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def test_dirty_trick_nauseated() -> None:
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a_spec = make_combatant("a")
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick", trick_condition="nauseated")
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assert _condition_names(b) == ["nauseated"]
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# --- Test 4: failed maneuver applies no condition ----------------------------
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def test_dirty_trick_failure_no_condition() -> None:
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a_spec = make_combatant("a")
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1], [a, b]) # roll 1 -> automatic failure
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engine._execute_maneuver(a, b, "dirty_trick", trick_condition="blinded")
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assert _condition_names(b) == []
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# --- Test 5: determinism -----------------------------------------------------
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def _run_with_trick_condition(trick_condition: str | None) -> tuple[str, ...]:
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a_spec = make_combatant("a", attack_bonus=5)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "a":
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return (
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Action(
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kind="maneuver", target_id="b", maneuver="dirty_trick",
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trick_condition=trick_condition,
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),
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)
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return (Action(kind="wait"),)
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engine = CombatEngine(SeededRng(42), make_grid(), [a, b], policy=policy)
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return engine.run().transcript
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def test_determinism_same_seed_same_transcript() -> None:
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assert _run_with_trick_condition("blinded") == _run_with_trick_condition("blinded")
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assert _run_with_trick_condition(None) == _run_with_trick_condition(None)
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def test_trick_condition_changes_transcript() -> None:
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assert _run_with_trick_condition("blinded") != _run_with_trick_condition(None)
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