feat(combat): add serializable Observation snapshot and LLMPolicy adapter
This commit is contained in:
@@ -344,6 +344,41 @@ class ChargeResult:
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reason: str | None
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@dataclass(frozen=True)
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class Observation:
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"""Serializable snapshot of combat state for a policy/LLM.
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Built by the engine at the point of policy invocation; the snapshot is the
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ONLY source of information for an ``LLMPolicy`` — it never exposes
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``engine.*`` callables nor mutable references to live state. All collections
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are copied (tuples/dicts) so the snapshot is frozen and JSON-serializable.
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``combatants`` holds one dict per combatant in ``self._states`` order;
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``pairs`` holds one dict per (acting combatant x each other combatant) with
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``target_index`` disambiguating the target. ``terrain`` and ``elevation``
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are height x width layers aligned on the same dimensions (``elevation`` is
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``()`` when the grid has no elevation layer).
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"""
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round: int
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acting_combatant: int
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combatants: tuple[dict[str, object], ...]
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pairs: tuple[dict[str, object], ...]
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terrain: tuple[tuple[str | None, ...], ...]
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elevation: tuple[tuple[int, ...], ...]
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def to_dict(self) -> dict[str, object]:
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"""Return a JSON-serializable dict with the pinned top-level keys."""
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return {
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"round": self.round,
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"acting_combatant": self.acting_combatant,
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"combatants": self.combatants,
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"pairs": self.pairs,
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"terrain": self.terrain,
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"elevation": self.elevation,
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}
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@dataclass(frozen=True)
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class SaveResult:
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"""Outcome of one saving throw roll."""
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@@ -446,14 +481,21 @@ class CombatEngine:
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*,
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round_cap: int = 100,
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policy: Policy | None = None,
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llm_policy: LLMPolicy | None = None,
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spell_registry: dict[str, SpellSpec] | None = None,
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reaction_policy: ReactionPolicy | None = None,
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) -> None:
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if policy is not None and llm_policy is not None:
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msg = "policy and llm_policy are mutually exclusive"
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raise ValueError(msg)
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self._rng = rng
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self._grid = grid
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self._states = states
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self._round_cap = round_cap
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self._policy = policy if policy is not None else default_policy
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if llm_policy is not None:
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self._policy = self._llm_adapter(llm_policy)
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else:
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self._policy = policy if policy is not None else default_policy
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self._spell_registry = spell_registry or {}
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self._reaction_policy = reaction_policy
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self._in_reaction = False
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@@ -479,6 +521,108 @@ class CombatEngine:
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"""The spell registry used for spell lookups."""
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return self._spell_registry
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def _llm_adapter(self, llm_policy: LLMPolicy) -> Policy:
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"""Wrap an ``LLMPolicy`` into a ``Policy``.
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At the point of invocation (``actions = self._policy(self, state)`` in
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``_take_turn``), the Observation is built for the current state and
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delegated to ``llm_policy(observation, state)``. The adapter consumes
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no RNG and mutates no state.
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"""
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def adapter(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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observation = self._build_observation(state)
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return llm_policy(observation, state)
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return adapter
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def _build_observation(self, state: CombatantState) -> Observation:
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"""Build a frozen, serializable snapshot of the current combat state.
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Pure read: never mutates state nor consumes RNG. ``state`` is the
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acting combatant (the one whose turn it is).
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"""
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acting_index = self._states.index(state)
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combatants = tuple(self._combatant_snapshot(s) for s in self._states)
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pairs = tuple(
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self._pair_snapshot(state, target)
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for target in self._states
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if target is not state
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)
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terrain = tuple(
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tuple(self._grid.terrain_at((r, c)).type for c in range(self._grid.width))
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for r in range(self._grid.height)
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)
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has_elevation = getattr(self._grid, "_elevation", None) is not None
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if has_elevation:
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elevation = tuple(
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tuple(
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self._grid.elevation_at((r, c)) for c in range(self._grid.width)
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)
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for r in range(self._grid.height)
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)
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else:
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elevation = ()
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return Observation(
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round=self._current_round,
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acting_combatant=acting_index,
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combatants=combatants,
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pairs=pairs,
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terrain=terrain,
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elevation=elevation,
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)
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def _combatant_snapshot(self, state: CombatantState) -> dict[str, object]:
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"""One per-combatant dict for the Observation (frozen copies)."""
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conditions = tuple(
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(c.condition.name, c.rounds_left) for c in state.active_conditions
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) + tuple((c.name, 0) for c in state.conditions)
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resources = dict(state.resources_left)
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for level, count in state.spell_slots_left.items():
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resources[f"spell_slot_{level}"] = count
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return {
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"id": state.combatant.id,
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"side": state.side,
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"pos": state.pos,
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"occupied_cells": tuple(sorted(state.occupied_cells())),
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"hp": state.hp,
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"hp_max": state.combatant.hp_max,
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"active": state.active,
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"dead": state.dead,
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"conditions": conditions,
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"resources_left": resources,
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"weapon_broken": tuple(sorted(state.weapon_broken)),
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"weapon_stolen": tuple(sorted(state.weapon_stolen)),
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"grappled_with": state.grappled_with,
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"moved_this_turn": state.moved_this_turn,
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"power_attack": state.power_attack,
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}
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def _pair_snapshot(
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self, state: CombatantState, target: CombatantState
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) -> dict[str, object]:
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"""One per-pair dict (acting combatant x target) for the Observation."""
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distance_ft = self.creature_distance(state, target) * _SQUARE_FT
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weapon = self.weapon_for(state, target)
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weapon_name = weapon.name if weapon is not None else None
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range_penalty = (
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self.range_penalty(weapon, distance_ft) if weapon is not None else 0
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)
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charge = self.can_charge(state, target)
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can_charge = charge is not None and charge.weapon is not None
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return {
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"target_index": self._states.index(target),
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"distance_ft": distance_ft,
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"weapon_for": weapon_name,
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"range_penalty": range_penalty,
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"can_charge": can_charge,
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"can_step5_to_attack": self.can_step5_to_attack(state, target),
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"has_line_of_effect": has_line_of_effect_cells(
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self._grid, state.occupied_cells(), target.occupied_cells()
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),
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"flanking": self._flanking_bonus(state, target) > 0,
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}
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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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self._decrement_durations(state)
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@@ -3289,6 +3433,8 @@ def _nauseated_filter(actions: tuple[Action, ...]) -> tuple[Action, ...]:
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Policy = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
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LLMPolicy = Callable[[Observation, CombatantState], tuple[Action, ...]]
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ReactionPolicy = Callable[
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[CombatEngine, CombatantState, ReactionEvent], Action | None
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]
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@@ -0,0 +1,497 @@
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"""Tests for L1: serializable Observation snapshot + LLMPolicy adapter.
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Covers the pinned schema:
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- Per-combatant fields (id, side, pos, occupied_cells, hp/hp_max, active/dead,
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conditions, resources_left + spell_slot_* keys, weapon_broken/weapon_stolen,
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grappled_with, moved_this_turn, power_attack).
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- Per-pair fields (target_index, distance_ft, weapon_for, range_penalty,
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can_charge, can_step5_to_attack, has_line_of_effect, flanking).
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- Terrain/elevation layers.
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- Frozen copies: mutating live state after construction does not change the
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already-built Observation.
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- ``to_dict()`` is JSON-serializable and exposes no ``engine.*`` callables.
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- The ``llm_policy`` adapter builds the Observation at the point of policy
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invocation and delegates to ``llm_policy(observation, state)``.
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"""
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from __future__ import annotations
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import json
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import pytest
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from pf1e_simulator.combat import Action, CombatantState, CombatEngine, Observation
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from pf1e_simulator.conditions import SHAKEN
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.effects import ActiveCondition
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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 make_combatant(
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cid: str,
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*,
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size: str = "Medium",
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hp: int = 20,
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ac: int = 15,
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attack_bonus: int = 5,
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speed: int = 30,
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ranged: bool = False,
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) -> Combatant:
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"""Build a single-weapon combatant (melee by default, ranged if requested)."""
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if ranged:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="short bow",
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kind="ranged",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
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range_increment_ft=60,
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)
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else:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="short sword",
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kind="melee",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice("1d6"), 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=size,
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abilities=AbilityScores(
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str_score=10,
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dex_score=10,
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con_score=12,
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int_score=10,
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wis_score=10,
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cha_score=10,
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),
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hp_max=hp,
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ac=ACProfile(total=ac, touch=ac, flat_footed=ac),
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bab=attack_bonus,
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initiative_mod=0,
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speed_land_ft=speed,
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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(*, elevation: bool = False) -> Grid:
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(
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name="test",
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terrain=tuple(["." * 8] * 8),
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legend=legend,
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elevation=tuple(["0" * 8] * 8) if elevation else None,
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)
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return Grid.from_spec(spec)
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def make_engine(states: list[CombatantState], *, grid: Grid | None = None) -> CombatEngine:
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return CombatEngine(ScriptedRng([]), grid or make_grid(), states)
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def _snapshot(engine: CombatEngine, state: CombatantState) -> dict:
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return engine._build_observation(state).to_dict()
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# ---------------------------------------------------------------------------
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# 1. Basic 1v1 schema — all combatant fields present and correct
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# ---------------------------------------------------------------------------
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def test_observation_basic_schema_1v1() -> None:
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"""Given: a simple 1v1 with default state
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When: an Observation is built for the acting combatant
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Then: every per-combatant field is present and correct."""
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hero = make_combatant("hero")
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foe = make_combatant("foe")
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hero_state = make_state(hero, "players", (0, 0))
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foe_state = make_state(foe, "monsters", (0, 3))
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engine = make_engine([hero_state, foe_state])
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obs = _snapshot(engine, hero_state)
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assert obs["round"] == 0
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assert obs["acting_combatant"] == 0
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assert len(obs["combatants"]) == 2
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c = obs["combatants"][0]
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assert c["id"] == "hero"
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assert c["side"] == "players"
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assert c["pos"] == (0, 0)
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assert c["occupied_cells"] == ((0, 0),)
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assert c["hp"] == 20
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assert c["hp_max"] == 20
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assert c["active"] is True
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assert c["dead"] is False
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assert c["conditions"] == ()
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assert c["resources_left"] == {}
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assert c["weapon_broken"] == ()
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assert c["weapon_stolen"] == ()
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assert c["grappled_with"] is None
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assert c["moved_this_turn"] is False
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assert c["power_attack"] is False
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# ---------------------------------------------------------------------------
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# 2. Conditions → (name, rounds_left) tuples
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# ---------------------------------------------------------------------------
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def test_observation_conditions() -> None:
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"""Given: a combatant with an active condition (shaken 2 rounds)
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When: an Observation is built
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Then: conditions contains (name, rounds_left)."""
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hero = make_combatant("hero")
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foe = make_combatant("foe")
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hero_state = make_state(hero, "players", (0, 0))
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hero_state.active_conditions.append(
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ActiveCondition(condition=SHAKEN, rounds_left=2, source="test")
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)
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foe_state = make_state(foe, "monsters", (0, 3))
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engine = make_engine([hero_state, foe_state])
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c = _snapshot(engine, hero_state)["combatants"][0]
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assert c["conditions"] == (("shaken", 2),)
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# ---------------------------------------------------------------------------
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# 3. weapon_broken / weapon_stolen listed
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# ---------------------------------------------------------------------------
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def test_observation_weapon_broken_stolen() -> None:
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"""Given: a combatant with a broken and a stolen weapon
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When: an Observation is built
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Then: weapon_broken and weapon_stolen list the ids (sorted)."""
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hero = make_combatant("hero")
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foe = make_combatant("foe")
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hero_state = make_state(hero, "players", (0, 0))
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hero_state.weapon_broken = {"hero-w"}
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hero_state.weapon_stolen = {"hero-w"}
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foe_state = make_state(foe, "monsters", (0, 3))
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engine = make_engine([hero_state, foe_state])
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c = _snapshot(engine, hero_state)["combatants"][0]
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assert c["weapon_broken"] == ("hero-w",)
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assert c["weapon_stolen"] == ("hero-w",)
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# ---------------------------------------------------------------------------
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# 4. grappled_with / moved_this_turn / power_attack reflected
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# ---------------------------------------------------------------------------
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def test_observation_grappled_moved_power_attack() -> None:
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"""Given: a combatant that is grappled, has moved, and uses power attack
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When: an Observation is built
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Then: the three flags are reflected."""
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hero = make_combatant("hero")
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foe = make_combatant("foe")
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hero_state = make_state(hero, "players", (0, 0))
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hero_state.grappled_with = "foe"
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hero_state.moved_this_turn = True
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hero_state.power_attack = True
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foe_state = make_state(foe, "monsters", (0, 3))
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engine = make_engine([hero_state, foe_state])
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c = _snapshot(engine, hero_state)["combatants"][0]
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assert c["grappled_with"] == "foe"
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assert c["moved_this_turn"] is True
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assert c["power_attack"] is True
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# ---------------------------------------------------------------------------
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# 5. Pairs: distance_ft, weapon_for, range_penalty
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# ---------------------------------------------------------------------------
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def test_observation_pairs_distance_weapon_range_penalty() -> None:
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"""Given: a melee attacker adjacent to a target and a ranged attacker at
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the second range increment
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When: an Observation is built
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Then: distance_ft is 5 for adjacent, weapon_for is the weapon name,
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range_penalty is -2 for a ranged weapon at the second increment."""
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# Adjacent melee pair
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hero = make_combatant("hero")
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foe = make_combatant("foe")
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hero_state = make_state(hero, "players", (0, 0))
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foe_state = make_state(foe, "monsters", (0, 1))
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engine = make_engine([hero_state, foe_state])
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pairs = _snapshot(engine, hero_state)["pairs"]
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assert len(pairs) == 1
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p = pairs[0]
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assert p["target_index"] == 1
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assert p["distance_ft"] == 5
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assert p["weapon_for"] == "short sword"
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assert p["range_penalty"] == 0
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# Ranged attacker at 15 cells (75 ft) with 60 ft increment → second increment
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archer = make_combatant("archer", ranged=True)
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target = make_combatant("target")
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archer_state = make_state(archer, "players", (0, 0))
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target_state = make_state(target, "monsters", (0, 15))
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engine2 = make_engine([archer_state, target_state])
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p2 = _snapshot(engine2, archer_state)["pairs"][0]
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assert p2["distance_ft"] == 75
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assert p2["weapon_for"] == "short bow"
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assert p2["range_penalty"] == -2
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# ---------------------------------------------------------------------------
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# 6. Pairs: can_charge and has_line_of_effect
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# ---------------------------------------------------------------------------
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|
||||
def test_observation_pairs_can_charge_and_los() -> None:
|
||||
"""Given: a clear straight line vs a wall blocking LoS
|
||||
When: an Observation is built
|
||||
Then: can_charge is True on the clear line, False behind the wall, and
|
||||
has_line_of_effect is False behind blocks_los."""
|
||||
# Clear straight line: 3 cells apart, no obstacles
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
hero_state = make_state(hero, "players", (0, 0))
|
||||
foe_state = make_state(foe, "monsters", (0, 3))
|
||||
engine = make_engine([hero_state, foe_state])
|
||||
p = _snapshot(engine, hero_state)["pairs"][0]
|
||||
assert p["can_charge"] is True
|
||||
assert p["has_line_of_effect"] is True
|
||||
|
||||
# Wall between them blocks LoS and charge
|
||||
legend = {
|
||||
".": TerrainType(type="floor", move_cost=1),
|
||||
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
|
||||
}
|
||||
walled = MapSpec(
|
||||
name="test",
|
||||
terrain=(
|
||||
"........",
|
||||
"........",
|
||||
"..####..",
|
||||
"..#..#..",
|
||||
"..#..#..",
|
||||
"..####..",
|
||||
"........",
|
||||
"........",
|
||||
),
|
||||
legend=legend,
|
||||
)
|
||||
grid = Grid.from_spec(walled)
|
||||
hero2 = make_combatant("hero2")
|
||||
foe2 = make_combatant("foe2")
|
||||
hero2_state = make_state(hero2, "players", (0, 0))
|
||||
foe2_state = make_state(foe2, "monsters", (3, 3))
|
||||
engine2 = CombatEngine(ScriptedRng([]), grid, [hero2_state, foe2_state])
|
||||
p2 = _snapshot(engine2, hero2_state)["pairs"][0]
|
||||
assert p2["can_charge"] is False
|
||||
assert p2["has_line_of_effect"] is False
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 7. Pairs: flanking
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
def test_observation_pairs_flanking() -> None:
|
||||
"""Given: an ally on the opposite side of the target
|
||||
When: an Observation is built
|
||||
Then: flanking is True for the melee attacker."""
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
ally = make_combatant("ally")
|
||||
hero_state = make_state(hero, "players", (3, 3))
|
||||
foe_state = make_state(foe, "monsters", (3, 4))
|
||||
ally_state = make_state(ally, "players", (3, 5))
|
||||
engine = make_engine([hero_state, foe_state, ally_state])
|
||||
|
||||
p = _snapshot(engine, hero_state)["pairs"][0]
|
||||
assert p["target_index"] == 1
|
||||
assert p["flanking"] is True
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 8. Terrain / elevation layers
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
def test_observation_terrain_elevation() -> None:
|
||||
"""Given: a map with and without an elevation layer
|
||||
When: an Observation is built
|
||||
Then: terrain is filled with type names; elevation has values when present
|
||||
and () when absent."""
|
||||
# With elevation
|
||||
legend = {".": TerrainType(type="floor", move_cost=1)}
|
||||
spec = MapSpec(
|
||||
name="test",
|
||||
terrain=("..", ".."),
|
||||
legend=legend,
|
||||
elevation=("01", "00"),
|
||||
)
|
||||
grid = Grid.from_spec(spec)
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
hero_state = make_state(hero, "players", (0, 0))
|
||||
foe_state = make_state(foe, "monsters", (1, 1))
|
||||
engine = CombatEngine(ScriptedRng([]), grid, [hero_state, foe_state])
|
||||
|
||||
obs = _snapshot(engine, hero_state)
|
||||
assert obs["terrain"] == (("floor", "floor"), ("floor", "floor"))
|
||||
assert obs["elevation"] == ((0, 1), (0, 0))
|
||||
|
||||
# Without elevation
|
||||
hero2 = make_combatant("hero2")
|
||||
foe2 = make_combatant("foe2")
|
||||
hero2_state = make_state(hero2, "players", (0, 0))
|
||||
foe2_state = make_state(foe2, "monsters", (1, 1))
|
||||
engine2 = make_engine([hero2_state, foe2_state])
|
||||
obs2 = _snapshot(engine2, hero2_state)
|
||||
assert obs2["terrain"] == (("floor",) * 8,) * 8
|
||||
assert obs2["elevation"] == ()
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 9. to_dict() is JSON-serializable and exposes no engine.* callables
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
def test_observation_to_dict_json_serializable_no_engine_ref() -> None:
|
||||
"""Given: a built Observation
|
||||
When: to_dict() is called
|
||||
Then: json.dumps succeeds and the dict contains only builtins (no
|
||||
engine.* callables, no mutable shared references)."""
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
hero_state = make_state(hero, "players", (0, 0))
|
||||
foe_state = make_state(foe, "monsters", (0, 3))
|
||||
engine = make_engine([hero_state, foe_state])
|
||||
|
||||
obs = engine._build_observation(hero_state)
|
||||
data = obs.to_dict()
|
||||
json.dumps(data) # must not raise
|
||||
|
||||
# No callable values anywhere in the serialized dict
|
||||
def assert_no_callables(value: object) -> None:
|
||||
assert not callable(value), f"callable exposed in snapshot: {value!r}"
|
||||
if isinstance(value, dict):
|
||||
for v in value.values():
|
||||
assert_no_callables(v)
|
||||
elif isinstance(value, (list, tuple)):
|
||||
for v in value:
|
||||
assert_no_callables(v)
|
||||
|
||||
assert_no_callables(data)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 10. Frozen copies: mutating live state after construction
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
def test_observation_frozen_copies() -> None:
|
||||
"""Given: an Observation already built
|
||||
When: the live state's weapon_broken, resources_left, and the grid change
|
||||
Then: the already-built Observation does not change."""
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
hero_state = make_state(hero, "players", (0, 0))
|
||||
foe_state = make_state(foe, "monsters", (0, 3))
|
||||
engine = make_engine([hero_state, foe_state])
|
||||
|
||||
obs = engine._build_observation(hero_state)
|
||||
data_before = obs.to_dict()
|
||||
|
||||
# Mutate live state after construction
|
||||
hero_state.weapon_broken.add("hero-w")
|
||||
hero_state.resources_left["rage"] = 3
|
||||
hero_state.spell_slots_left[1] = 2
|
||||
hero_state.hp = 5
|
||||
hero_state.pos = (5, 5)
|
||||
|
||||
data_after = obs.to_dict()
|
||||
assert data_after == data_before
|
||||
assert data_after["combatants"][0]["hp"] == 20
|
||||
assert data_after["combatants"][0]["pos"] == (0, 0)
|
||||
assert data_after["combatants"][0]["weapon_broken"] == ()
|
||||
assert data_after["combatants"][0]["resources_left"] == {}
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 11. LLMPolicy adapter e2e
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
def test_llm_policy_wrapper_e2e() -> None:
|
||||
"""Given: a CombatEngine with an llm_policy that reads ONLY the observation
|
||||
When: the battle runs
|
||||
Then: the policy's decisions are honored and the transcript is coherent."""
|
||||
|
||||
def llm_policy(obs: Observation, state: CombatantState) -> tuple:
|
||||
# Read only the observation: full_attack if the target is adjacent,
|
||||
# otherwise move toward it.
|
||||
target_id = obs.combatants[obs.pairs[0]["target_index"]]["id"]
|
||||
if obs.pairs and obs.pairs[0]["distance_ft"] <= 5:
|
||||
return (Action(kind="full_attack", target_id=target_id),)
|
||||
return (Action(kind="move", target_id=target_id),)
|
||||
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
hero_state = make_state(hero, "players", (0, 0))
|
||||
foe_state = make_state(foe, "monsters", (0, 3))
|
||||
engine = CombatEngine(
|
||||
ScriptedRng([10, 9, 8, 15, 3, 5]),
|
||||
make_grid(),
|
||||
[hero_state, foe_state],
|
||||
round_cap=1,
|
||||
llm_policy=llm_policy,
|
||||
)
|
||||
|
||||
result = engine.run()
|
||||
# The hero is 3 cells away → moves first, then attacks on a later turn.
|
||||
assert any("move" in line for line in result.transcript)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# 12. policy + llm_policy → ValueError
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
|
||||
def test_llm_policy_and_policy_value_error() -> None:
|
||||
"""Given: both policy and llm_policy provided
|
||||
When: the engine is constructed
|
||||
Then: ValueError is raised."""
|
||||
hero = make_combatant("hero")
|
||||
foe = make_combatant("foe")
|
||||
hero_state = make_state(hero, "players", (0, 0))
|
||||
foe_state = make_state(foe, "monsters", (0, 3))
|
||||
|
||||
def llm_policy(obs: Observation, state: CombatantState) -> tuple:
|
||||
return ()
|
||||
|
||||
with pytest.raises(ValueError, match="mutually exclusive"):
|
||||
CombatEngine(
|
||||
ScriptedRng([]),
|
||||
make_grid(),
|
||||
[hero_state, foe_state],
|
||||
policy=lambda _e, _s: (),
|
||||
llm_policy=llm_policy,
|
||||
)
|
||||
Reference in New Issue
Block a user