feat(combat): add trick_condition field to Action for dirty trick
This commit is contained in:
@@ -111,6 +111,8 @@ if TYPE_CHECKING:
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from pf1e_simulator.rng import Rng
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from pf1e_simulator.rng import Rng
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from pf1e_simulator.spells import SpellSpec
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from pf1e_simulator.spells import SpellSpec
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TrickCondition = Literal["dazzled", "blinded", "deafened", "entangled", "nauseated"]
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from pf1e_simulator.los import (
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from pf1e_simulator.los import (
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has_cover_cells,
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has_cover_cells,
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has_line_of_effect_cells,
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has_line_of_effect_cells,
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@@ -367,6 +369,7 @@ class Action:
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class_ability: str | None = None # "deed"|"spell_combat"|"inspire_courage"|"hex"|"channel"
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class_ability: str | None = None # "deed"|"spell_combat"|"inspire_courage"|"hex"|"channel"
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channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
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channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
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direction: tuple[int, int] | None = None # steering for directional maneuvers
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direction: tuple[int, int] | None = None # steering for directional maneuvers
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trick_condition: TrickCondition | None = None # dirty trick condition choice
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@dataclass(frozen=True)
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@dataclass(frozen=True)
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@@ -1468,7 +1471,10 @@ class CombatEngine:
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if kind == "cast_spell":
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if kind == "cast_spell":
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self._execute_cast_spell(state, target, action.spell_name)
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self._execute_cast_spell(state, target, action.spell_name)
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elif kind == "maneuver":
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elif kind == "maneuver":
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self._execute_maneuver(state, target, action.maneuver, direction=action.direction)
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self._execute_maneuver(
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state, target, action.maneuver,
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direction=action.direction, trick_condition=action.trick_condition,
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)
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elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"):
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elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"):
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self._execute_class_ability(state, target, action)
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self._execute_class_ability(state, target, action)
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elif kind == "charge":
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elif kind == "charge":
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@@ -1572,6 +1578,7 @@ class CombatEngine:
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maneuver: str | None,
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maneuver: str | None,
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*,
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*,
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direction: tuple[int, int] | None = None,
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direction: tuple[int, int] | None = None,
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trick_condition: TrickCondition | None = None,
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) -> None:
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) -> None:
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"""Execute a combat maneuver (trip, disarm, bull_rush, sunder, grapple,
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"""Execute a combat maneuver (trip, disarm, bull_rush, sunder, grapple,
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escape, overrun, dirty_trick, steal, reposition, drag)."""
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escape, overrun, dirty_trick, steal, reposition, drag)."""
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@@ -1605,7 +1612,9 @@ class CombatEngine:
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"sunder": lambda: self._maneuver_sunder(state, target, m),
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"sunder": lambda: self._maneuver_sunder(state, target, m),
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"grapple": lambda: self._maneuver_grapple(state, target, m),
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"grapple": lambda: self._maneuver_grapple(state, target, m),
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"overrun": lambda: self._maneuver_overrun(state, target, m),
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"overrun": lambda: self._maneuver_overrun(state, target, m),
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"dirty_trick": lambda: self._maneuver_dirty_trick(state, target, m),
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"dirty_trick": lambda: self._maneuver_dirty_trick(
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state, target, m, trick_condition=trick_condition
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),
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"steal": lambda: self._maneuver_steal(state, target, m),
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"steal": lambda: self._maneuver_steal(state, target, m),
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"reposition": lambda: self._maneuver_reposition(state, target, m, direction=direction),
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"reposition": lambda: self._maneuver_reposition(state, target, m, direction=direction),
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"drag": lambda: self._maneuver_drag(state, target, m, direction=direction),
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"drag": lambda: self._maneuver_drag(state, target, m, direction=direction),
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@@ -1785,14 +1794,21 @@ class CombatEngine:
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)
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)
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def _maneuver_dirty_trick(
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def _maneuver_dirty_trick(
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self, state: CombatantState, target: CombatantState, m: _ManeuverRoll
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self,
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state: CombatantState,
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target: CombatantState,
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m: _ManeuverRoll,
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*,
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trick_condition: TrickCondition | None = None,
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) -> None:
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) -> None:
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if not m.success:
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if not m.success:
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self._maneuver_fail(state, target, "dirty_trick", m)
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self._maneuver_fail(state, target, "dirty_trick", m)
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return
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return
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condition_name = trick_condition or "dazzled"
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condition = CONDITIONS_BY_NAME[condition_name]
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target.active_conditions.append(
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target.active_conditions.append(
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ActiveCondition(
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ActiveCondition(
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condition=CONDITIONS_BY_NAME["dazzled"],
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condition=condition,
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rounds_left=1,
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rounds_left=1,
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source="maneuver: dirty trick",
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source="maneuver: dirty trick",
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)
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)
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@@ -1800,7 +1816,7 @@ class CombatEngine:
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self._log(
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self._log(
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f"round {self._current_round} {state.combatant.id}: dirty trick vs "
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f"round {self._current_round} {state.combatant.id}: dirty trick vs "
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f"{target.combatant.id} d20={m.roll}+{m.attacker_cmb}={m.total} "
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f"{target.combatant.id} d20={m.roll}+{m.attacker_cmb}={m.total} "
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f"CMD {m.target_cmd} -> SUCCESS (dazzled)"
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f"CMD {m.target_cmd} -> SUCCESS ({condition_name})"
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)
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)
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def _maneuver_steal(
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def _maneuver_steal(
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@@ -0,0 +1,169 @@
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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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