feat(combat): add total defense and fighting defensively

This commit is contained in:
2026-09-10 12:52:47 +02:00
parent ab02597bc4
commit ebdff4f7e5
3 changed files with 302 additions and 2 deletions
+19 -1
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@@ -324,6 +324,20 @@ Règles modélisées :
exécutable. Le snapshot expose l'état via la clé `readied`
(`{kind, trigger}` ou `None`). `default_policy` ne se prépare pas
(disponible via une politique personnalisée).
- Défense totale (`Action(kind="total_defense")`, action standard) : le
combattant se couvre entièrement et gagne **+4 d'esquive à la CA** jusqu'au
début de son prochain tour (champ runtime `defensive_ac_bonus`, réinitialisé
avec les autres drapeaux de tour). Le kind ne requiert pas de cible.
Simplification documentée : la progression d'Acrobatie (+6 avec 3 rangs)
n'est pas modélisée. `default_policy` ne la choisit pas (disponible via une
politique personnalisée).
- Combat défensif (`Action(kind="fight_defensively")`, action standard) : le
combattant se bat avec prudence — **−4 à ses jets d'attaque et de
confirmation de critique**, et **+2 d'esquive à la CA** jusqu'au début de son
prochain tour (drapeaux runtime `fight_defensively` + `defensive_ac_bonus`).
Simplification documentée : la progression d'Acrobatie (−2 / +3 avec 3
rangs) n'est pas modélisée. `default_policy` ne le choisit pas (disponible
via une politique personnalisée).
- Retour d'exécution des actions : chaque action produit un `ActionResult`
explicite (kind, ok, reason) consigné dans le snapshot (`last_turn_results`
au tour suivant). Les actions invalides sont rejetées et journalisées au lieu
@@ -593,7 +607,11 @@ Règles modélisées :
last_turn_results (tuple de {kind, ok, reason} — résultat d'exécution du
dernier tour, pour que la policy apprenne les actions rejetées/dégradées),
readied ({kind, trigger} de l'action préparée ou None — préparation en
cours, consommée quand le déclencheur la fait tirer).
cours, consommée quand le déclencheur la fait tirer),
defensive_ac_bonus (int — bonus d'esquive à la CA de la défense totale
(+4) ou du combat défensif (+2), réinitialisé au début du tour du
combattant), fight_defensively (bool — combat défensif actif : −4 aux
jets d'attaque et de confirmation jusqu'au prochain tour).
- Par paire combattant actif × cible : target_index, distance_ft, weapon_for,
range_penalty, can_charge, can_step5_to_attack, has_line_of_effect,
flanking, movement_cost_ft, target_threatens_me, enemies_threatening_me.
+57 -1
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@@ -153,6 +153,9 @@ _IMPROVED_CRITICAL_FEATURE = "Improved Critical" # PF1e: feat doubling the thre
_CRIT_RANGE_BASE = 21 # threat range top is 21 - min natural die (20 -> 20-20)
_DYING_DC = 10 # PF1e: DC of the per-round stabilization Constitution check
_DELAY_INITIATIVE_STEP = 0.5 # PF1e: a delay slots 0.5 below its anchor total
_TOTAL_DEFENSE_AC_BONUS = 4 # PF1e: total defense grants +4 dodge AC
_FIGHT_DEFENSIVELY_AC_BONUS = 2 # PF1e: fighting defensively grants +2 dodge AC
_FIGHT_DEFENSIVELY_ATTACK_PENALTY = -4 # PF1e: and -4 on attacks / crit confirms
_SAVE_DESCRIPTOR_CONDITIONS = frozenset({
"fear", "cold", "electricity", "fey", "divination", "poison", "disease",
"mind_affecting",
@@ -362,6 +365,13 @@ class CombatantState:
# fires it. Cleared when the readied action executes (one-shot).
readied: Action | None = None
readied_trigger: ReadyTrigger | None = None
# Defensive actions (not in the frozen data model): the dodge AC bonus
# granted by total defense (+4) and fighting defensively (+2), and the
# fighting-defensively flag (-4 on attack and crit confirm). Both reset
# at the start of the combatant's NEXT turn, so they last through the
# opponents' turns in between.
defensive_ac_bonus: int = 0
fight_defensively: bool = False
def usable_attacks(self) -> list[AttackSpec]:
return [
@@ -525,6 +535,9 @@ class Action:
action that prepares the carrier-field payload (spell / maneuver / attack
on ``target_id``) to fire off-turn when ``ready_trigger`` matches a
``ReactionEvent``; the readied action is then consumed.
``total_defense`` and ``fight_defensively`` are standard defensive actions
granting a temporary dodge AC bonus until the combatant's next turn;
``fight_defensively`` also takes -4 on its attacks.
"""
kind: Literal[
@@ -533,6 +546,7 @@ class Action:
"maneuver", "channel_energy", "hex", "deed", "spell_combat",
"inspire_courage", "retrieve_weapon", "repair_weapon",
"activate_power_attack", "delay", "ready",
"total_defense", "fight_defensively",
]
target_id: str | None = None
spell_name: str | None = None
@@ -840,6 +854,8 @@ class CombatEngine:
"grappled_with": state.grappled_with,
"moved_this_turn": state.moved_this_turn,
"power_attack": state.power_attack,
"defensive_ac_bonus": state.defensive_ac_bonus,
"fight_defensively": state.fight_defensively,
"name": state.combatant.name,
"level": state.combatant.level,
"size": state.combatant.size,
@@ -1013,6 +1029,8 @@ class CombatEngine:
self._apply_fear_aura(state)
state.moved_this_turn = False
state.power_attack = False
state.defensive_ac_bonus = 0
state.fight_defensively = False
original = self._policy(self, state)
actions = original
results: list[ActionResult] = []
@@ -1540,9 +1558,12 @@ class CombatEngine:
atk_mods.append(StatModifier(target="attack", value=-4))
attack_mod = resolve_modifiers(atk_mods)
pa_amt = self._power_attack_amt(attacker) if weapon.kind == "melee" else 0
fd_penalty = (
_FIGHT_DEFENSIVELY_ATTACK_PENALTY if attacker.fight_defensively else 0
)
total = (
roll + base_bonus + penalty + flank + high_ground + attack_mod - pa_amt
+ fim_penalty
+ fim_penalty + fd_penalty
)
# Check if target denies DEX to AC (flat-footed)
denies_dex = self.has_condition_flag(target, "denies_dex_to_ac")
@@ -1568,6 +1589,7 @@ class CombatEngine:
else:
base_ac = full_ac_base
ac = base_ac + resolve_modifiers(self._stat_modifiers(target, "ac"))
ac += target.defensive_ac_bonus
occupied = frozenset(
cell
for s in self._states
@@ -1639,6 +1661,7 @@ class CombatEngine:
confirm_total = (
confirm + base_bonus + penalty + flank + high_ground
+ attack_mod - pa_amt + fim_penalty
+ (_FIGHT_DEFENSIVELY_ATTACK_PENALTY if attacker.fight_defensively else 0)
)
crit = confirm != _NATURAL_ONE and confirm_total >= ac
concealment = self._concealment_chance(target)
@@ -2410,6 +2433,8 @@ class CombatEngine:
return self._execute_delay(state, target, action)
if kind == "ready":
return self._execute_ready(state, action)
if kind in ("total_defense", "fight_defensively"):
return self._execute_defensive(state, kind)
self._dispatch_action(state, target, action)
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
@@ -2481,6 +2506,37 @@ class CombatEngine:
)
return ActionResult(kind=kind, ok=True, reason=_REASON_READY)
def _execute_defensive(self, state: CombatantState, kind: str) -> ActionResult:
"""Dispatch a target-free defensive standard action to its helper."""
if kind == "total_defense":
return self._execute_total_defense(state)
return self._execute_fight_defensively(state)
def _execute_total_defense(self, state: CombatantState) -> ActionResult:
"""Execute the total defense action (PF1e): standard action granting a
+4 dodge bonus to AC until the start of the combatant's next turn.
"""
state.defensive_ac_bonus += _TOTAL_DEFENSE_AC_BONUS
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"total defense (+{_TOTAL_DEFENSE_AC_BONUS} AC)"
)
return ActionResult(kind="total_defense", ok=True, reason=_REASON_OK)
def _execute_fight_defensively(self, state: CombatantState) -> ActionResult:
"""Execute the fighting defensively action (PF1e): standard action
granting a +2 dodge bonus to AC until the start of the combatant's
next turn, at the cost of -4 on attack and crit confirmation rolls.
"""
state.fight_defensively = True
state.defensive_ac_bonus += _FIGHT_DEFENSIVELY_AC_BONUS
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"fighting defensively ({_FIGHT_DEFENSIVELY_ATTACK_PENALTY} attack, "
f"+{_FIGHT_DEFENSIVELY_AC_BONUS} AC)"
)
return ActionResult(kind="fight_defensively", ok=True, reason=_REASON_OK)
def _dispatch_action(
self, state: CombatantState, target: CombatantState | None, action: Action
) -> None:
+226
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@@ -0,0 +1,226 @@
"""The PF1e defensive standard actions (Package U5a).
``total_defense`` grants +4 dodge AC and ``fight_defensively`` grants +2 dodge
AC plus -4 on attack and crit confirmation rolls, until the start of the
combatant's NEXT turn (reset in ``_take_turn`` alongside the other per-turn
flags). The bonus is applied in ``resolve_attack`` (target's
``defensive_ac_bonus`` added to AC; attacker's ``fight_defensively`` subtracted
from the attack total and the confirm total). Both keys are exposed additively
in the per-combatant snapshot.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from tests.test_observation_enriched import _snapshot, make_grid, make_state
def _combatant(id_: str, *, initiative_mod: int = 0) -> Combatant:
return Combatant(
id=id_,
name=id_,
level=1,
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
ac=ACProfile(total=10, touch=10, flat_footed=10),
bab=1,
initiative_mod=initiative_mod,
speed_land_ft=30,
hp_max=100,
saves=Saves(fort=0, ref=0, will=0),
attacks=[
AttackSpec(
id=f"{id_}-sword",
name="short sword",
kind="melee",
attack_bonus=5,
damage=[
DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
],
)
],
)
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _duel(policy: PolicyFn, rng: list[int], round_cap: int) -> CombatEngine:
"""hero (state order first, ties act first) adjacent to foe."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 1))
return CombatEngine(
ScriptedRng(rng), make_grid(), [hero, foe],
policy=policy, round_cap=round_cap,
)
def _attack_foe(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return _WAIT
return (Action(kind="attack", target_id="hero"),)
# ── (a) total defense raises AC by 4: same roll hits without it, misses with it ─
def test_attack_that_hits_normally_misses_total_defense() -> None:
# Control: no defensive action — d20 8 + 5 = 13 hits AC 10 (d6 3 damage).
eng_plain = _duel(_attack_foe, [10, 5, 8, 3], round_cap=1)
plain = eng_plain.run().transcript
assert (
"round 1 foe: short sword vs hero d20=8+5=13 AC 10 -> HIT 3 damage (100->97)"
in plain
)
# Same scripted roll against a hero who took total defense: AC 14, miss.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="total_defense"),)
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 8], round_cap=1)
result = eng.run()
t = result.transcript
assert "round 1 hero: total defense (+4 AC)" in t
assert "round 1 foe: short sword vs hero d20=8+5=13 AC 14 -> MISS" in t
hero = eng._states[0]
assert hero.defensive_ac_bonus == 4
assert hero.fight_defensively is False
assert hero.hp == 100
# ── (b) the bonus resets at the combatant's next turn ─────────────────────────
def test_total_defense_resets_at_next_turn() -> None:
calls: dict[str, int] = {}
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
cid = state.combatant.id
n = calls.get(cid, 0)
calls[cid] = n + 1
if cid == "hero":
return (Action(kind="total_defense"),) if n == 0 else _WAIT
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 8, 8, 3], round_cap=2)
t = eng.run().transcript
# Round 1: protected (AC 14) — the same roll misses.
assert "round 1 foe: short sword vs hero d20=8+5=13 AC 14 -> MISS" in t
# Round 2: hero waited, the bonus reset — the same roll hits AC 10.
assert (
"round 2 foe: short sword vs hero d20=8+5=13 AC 10 -> HIT 3 damage (100->97)"
in t
)
assert eng._states[0].defensive_ac_bonus == 0
# ── (c) fight defensively: +2 AC AND -4 on the attack roll ────────────────────
def test_fight_defensively_grants_ac_and_takes_attack_penalty() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (
Action(kind="fight_defensively"),
Action(kind="attack", target_id="foe"),
)
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 8, 7, 3], round_cap=1)
t = eng.run().transcript
assert "round 1 hero: fighting defensively (-4 attack, +2 AC)" in t
# Hero's swing: d20 8 + 5 - 4 = 9 misses AC 10.
assert "round 1 hero: short sword vs foe d20=8+5=9 AC 10 -> MISS" in t
# Foe's swing vs the +2 AC: d20 7 + 5 = 12 exactly hits AC 12.
assert (
"round 1 foe: short sword vs hero d20=7+5=12 AC 12 -> HIT 3 damage (100->97)"
in t
)
hero = eng._states[0]
assert hero.fight_defensively is True
assert hero.defensive_ac_bonus == 2
# ── (d) the snapshot exposes both keys with correct values ────────────────────
def test_snapshot_exposes_defensive_keys() -> None:
hero_snaps: list[dict[str, object]] = []
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "foe":
obs = _snapshot(engine, state)
hero_snaps.append(
next(c for c in obs["combatants"] if c["id"] == "hero")
)
return _WAIT
if engine._current_round == 1:
return (Action(kind="total_defense"),)
if engine._current_round == 2:
return (Action(kind="fight_defensively"),)
return _WAIT
eng = _duel(policy, [10, 5], round_cap=3)
eng.run()
assert len(hero_snaps) == 3
# Round 1 (foe acts after hero's total defense): +4, flag False.
assert hero_snaps[0]["defensive_ac_bonus"] == 4
assert hero_snaps[0]["fight_defensively"] is False
# Round 2 (after hero's fighting defensively): +2, flag True.
assert hero_snaps[1]["defensive_ac_bonus"] == 2
assert hero_snaps[1]["fight_defensively"] is True
# Round 3 (hero waited, everything reset): 0, False.
assert hero_snaps[2]["defensive_ac_bonus"] == 0
assert hero_snaps[2]["fight_defensively"] is False
# The action feedback for both defensive kinds is ok (the snapshot is
# built on the foe's turn, which follows the hero's in the same round).
results_r1 = hero_snaps[0]["last_turn_results"]
assert results_r1 == ({"kind": "total_defense", "ok": True, "reason": "ok"},)
results_r2 = hero_snaps[1]["last_turn_results"]
assert results_r2 == ({"kind": "fight_defensively", "ok": True, "reason": "ok"},)
# ── (e) combatants that never use them are unchanged ──────────────────────────
def test_no_defensive_actions_transcript_is_pinned() -> None:
eng = _duel(lambda _e, _s: _WAIT, [10, 5], round_cap=2)
result = eng.run()
assert result.transcript == (
"initiative: hero d20=10+2=12",
"initiative: foe d20=5+0=5",
"round 1 hero: wait",
"round 1 foe: wait",
"round 2 hero: wait",
"round 2 foe: wait",
"battle over: draw after 2 rounds",
)
assert result.winner is None
for state in eng._states:
assert state.defensive_ac_bonus == 0
assert state.fight_defensively is False