feat(combat): allow selecting the attacking weapon

This commit is contained in:
2026-09-10 13:36:27 +02:00
parent b91e1ac215
commit ed04052244
3 changed files with 387 additions and 34 deletions
+12 -1
View File
@@ -367,7 +367,8 @@ Règles modélisées :
`ok=False, reason="already_delayed"` ; préparation valide →
`ok=True, reason="ready"` ; relèvement sans `prone` → `ok=False,
reason="not_prone"` ; se jeter à terre déjà `prone` → `ok=False,
reason="already_prone"`.
reason="already_prone"` ; attaque avec un `weapon_id` choisi inutilisable →
`ok=False, reason="weapon_unavailable"`.
- Attaques multiples par action : une arme avec `count` > 1 (« 2x Talons »)
résout `count` balayages indépendants dans la même action ; les balayages
restants sont perdus si la cible tombe (inconsciente ou morte) en cours de
@@ -375,6 +376,16 @@ Règles modélisées :
attaques supplémentaires à -5/-10/-15 ; les armes naturelles (`count` > 1)
ne gagnent pas d'itératifs. Plusieurs armes naturelles en une seule attaque
à outrance ne sont pas modélisées.
Choix de l'arme : `Action(kind="attack", weapon_id=...)` et
`Action(kind="full_attack", weapon_id=...)` frappent avec l'arme désignée
(l'arc plutôt que l'épée, l'arme principale plutôt que la secondaire) au
lieu de l'arme auto-sélectionnée par `weapon_for` (première arme utilisable
capable de toucher la cible à cette distance avec ligne d'effet).
L'`id` doit désigner une arme utilisable (non brisée, non volée) pouvant
atteindre la cible ; sinon l'action est rejetée (`weapon_unavailable`) et
aucun jet n'est effectué. Sans `weapon_id`, la sélection automatique est
inchangée. `default_policy` ne choisit pas d'arme (disponible via une
politique personnalisée).
- Mêlée : allonge effective = max(allonge naturelle du gabarit (Small/Medium
5 ft, Large 10 ft, Huge 15 ft, Gargantuan 20 ft, Colossal 30 ft), `reach_ft`
de l'arme). Une arme à allonge (`reach_ft` > 5) menace l'anneau de cases à
+99 -33
View File
@@ -543,7 +543,11 @@ class Action:
until the combatant stands up. ``move`` and ``5foot_step`` accept an
explicit ``destination`` cell ``(row, col)``: with one they walk to that
cell instead of auto-pathing toward ``target_id`` (the 5-foot step's
destination must be exactly one cell away).
destination must be exactly one cell away). ``attack`` and ``full_attack``
accept ``weapon_id`` to strike with THAT weapon instead of the
auto-selected one; a choice that is unknown, broken, stolen, or unable to
hit the target (range / line of effect) is rejected
(``weapon_unavailable``).
"""
kind: Literal[
@@ -564,7 +568,8 @@ class Action:
channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
direction: tuple[int, int] | None = None # steering for directional maneuvers
trick_condition: TrickCondition | None = None # dirty trick condition choice
weapon_id: str | None = None # weapon id for retrieve_weapon / repair_weapon
# weapon id for attack / full_attack / retrieve_weapon / repair_weapon
weapon_id: str | None = None
ready_trigger: ReadyTrigger | None = None # ready action trigger event
destination: tuple[int, int] | None = None # explicit (row, col) cell for move / 5foot_step
@@ -576,12 +581,15 @@ class Action:
# already_delayed for the delay action. U4 adds ready for the ready action.
# U5b adds not_prone / already_prone for the prone actions. U5c adds
# unreachable_destination for move / 5foot_step with an explicit destination.
# U5d adds weapon_unavailable for attack / full_attack with an explicit
# weapon_id that cannot be honoured.
ACTION_RESULT_REASONS: frozenset[str] = frozenset({
"ok", "unsupported_kind", "missing_target", "no_weapon", "out_of_range",
"no_line_of_effect", "no_slot", "insufficient_resource",
"downgraded:staggered", "downgraded:nauseated",
"delayed", "already_delayed", "ready",
"not_prone", "already_prone", "unreachable_destination",
"weapon_unavailable",
})
_REASON_OK = "ok"
_REASON_UNSUPPORTED_KIND = "unsupported_kind"
@@ -595,6 +603,7 @@ _REASON_READY = "ready"
_REASON_NOT_PRONE = "not_prone"
_REASON_ALREADY_PRONE = "already_prone"
_REASON_UNREACHABLE_DESTINATION = "unreachable_destination"
_REASON_WEAPON_UNAVAILABLE = "weapon_unavailable"
# Action kinds that are declared but have no engine dispatch (U1 surfaces
# them as explicit rejections instead of silent no-ops).
@@ -1336,31 +1345,43 @@ class CombatEngine:
def weapon_for(self, attacker: CombatantState, target: CombatantState) -> AttackSpec | None:
"""First weapon usable against the target at this range and with clear LoE."""
for weapon in attacker.usable_attacks():
if self._weapon_usable_against(attacker, target, weapon):
return weapon
return None
def _weapon_usable_against(
self, attacker: CombatantState, target: CombatantState, weapon: AttackSpec
) -> bool:
"""True if ``weapon`` can strike ``target`` at this range with clear LoE.
The per-weapon half of ``weapon_for``'s auto-selection, exposed for
the explicit weapon choice of ``attack`` / ``full_attack`` (U5d):
melee/touch reach (with the reach dead zone) or ranged/touch range
within the max increments, behind a line-of-effect gate.
"""
if not has_line_of_effect_cells(
self._grid, attacker.occupied_cells(), target.occupied_cells()
):
return None
return False
dist_ft = self.creature_distance(attacker, target) * _SQUARE_FT
for weapon in attacker.usable_attacks():
if weapon.kind in ("melee", "touch"):
effective_reach_ft = _effective_reach_ft(attacker, weapon)
if weapon.reach_ft > _SQUARE_FT:
if _SQUARE_FT < dist_ft <= effective_reach_ft:
return weapon
elif dist_ft <= effective_reach_ft:
return weapon
max_increments = (
_MAX_TOUCH_RANGE_INCREMENTS
if weapon.kind == "touch"
else _MAX_RANGE_INCREMENTS
)
if (
weapon.kind in ("ranged", "touch")
and weapon.range_increment_ft is not None
and dist_ft <= weapon.range_increment_ft * max_increments
):
return weapon
return None
if weapon.kind in ("melee", "touch"):
effective_reach_ft = _effective_reach_ft(attacker, weapon)
if weapon.reach_ft > _SQUARE_FT:
if _SQUARE_FT < dist_ft <= effective_reach_ft:
return True
elif dist_ft <= effective_reach_ft:
return True
max_increments = (
_MAX_TOUCH_RANGE_INCREMENTS
if weapon.kind == "touch"
else _MAX_RANGE_INCREMENTS
)
return (
weapon.kind in ("ranged", "touch")
and weapon.range_increment_ft is not None
and dist_ft <= weapon.range_increment_ft * max_increments
)
def _is_ranged_attack(self, weapon: AttackSpec) -> bool:
"""Ranged-style attack: projectile, or touch thrown/fired from a distance.
@@ -2625,8 +2646,8 @@ class CombatEngine:
"""Route a validated action to its execution helper.
Returns an explicit rejection when a destination-bearing movement
cannot be honoured (U5c); None means the helper ran and the caller
reports ok.
cannot be honoured (U5c) or an attack's chosen weapon is unavailable
(U5d); None means the helper ran and the caller reports ok.
"""
kind = action.kind
if kind == "cast_spell":
@@ -2647,7 +2668,7 @@ class CombatEngine:
elif kind == "withdraw":
self._withdraw(state, target)
elif kind in ("attack", "full_attack"):
self._execute_attack(state, target, kind)
return self._execute_attack(state, target, kind, action.weapon_id)
elif kind == "immediate":
self._execute_immediate(state, target, action)
else:
@@ -3543,20 +3564,65 @@ class CombatEngine:
f"inspire courage +1 morale attack/damage to {len(affected)} allies"
)
def _execute_attack(
self, state: CombatantState, target: CombatantState | None, kind: str
) -> None:
self,
state: CombatantState,
target: CombatantState | None,
kind: str,
weapon_id: str | None = None,
) -> ActionResult | None:
"""Execute an attack / full_attack (U5d: optional explicit weapon).
With ``weapon_id`` the attack is made with THAT weapon; a choice that
is unknown, broken, stolen, or unable to strike the target is logged
and rejected with ``weapon_unavailable`` (no attack is made). Without
it the ``weapon_for`` auto-selection is unchanged. Returns an explicit
rejection, or None when the helper ran (or silently no-oped) and the
caller reports ok.
"""
if self.has_condition_flag(state, "cant_attack"):
self._log(f"round {self._current_round} {state.combatant.id}: wait (cannot attack)")
return
return None
if target is None:
return
return None
chosen: AttackSpec | None = None
if weapon_id is not None:
chosen = self._chosen_weapon(state, target, weapon_id)
if chosen is None:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"{kind} rejected ({_REASON_WEAPON_UNAVAILABLE})"
)
return ActionResult(
kind=kind, ok=False, reason=_REASON_WEAPON_UNAVAILABLE
)
if kind == "attack":
weapon = self.weapon_for(state, target)
weapon = chosen if chosen is not None else self.weapon_for(state, target)
if weapon is None:
return
return None
self._single_attack(state, target, weapon)
elif kind == "full_attack":
self._full_attack(state, target)
if chosen is not None:
self._full_attack_weapon(state, target, chosen)
else:
self._full_attack(state, target)
return None
def _chosen_weapon(
self, attacker: CombatantState, target: CombatantState, weapon_id: str
) -> AttackSpec | None:
"""The usable weapon ``weapon_id``, if it can strike ``target`` (U5d).
None when the id is unknown or the weapon is broken/stolen (not in
``usable_attacks()``), or when it cannot reach the target / lacks
line of effect.
"""
for weapon in attacker.usable_attacks():
if weapon.id == weapon_id:
if self._weapon_usable_against(attacker, target, weapon):
return weapon
return None
return None
def _execute_charge(self, state: CombatantState, target: CombatantState | None) -> None:
if target is None or not target.active:
return
+276
View File
@@ -0,0 +1,276 @@
"""Explicit attacking-weapon selection (Package U5d).
``attack`` and ``full_attack`` accept ``Action.weapon_id`` — the id of one of
the attacker's weapons. With it the engine strikes with THAT weapon instead of
the ``weapon_for`` auto-selection; a choice that is unknown, broken, stolen,
or unable to strike the target (out of reach / no line of effect) is rejected
with ``weapon_unavailable`` and no attack is made. Without it, the
auto-selection and the full-attack mechanics are byte-identical to before.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
ACTION_RESULT_REASONS,
Action,
ActionResult,
CombatantState,
CombatEngine,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from tests.test_observation_enriched import make_grid, make_state
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _sword(
id_: str, name: str, attack_bonus: int, *, reach_ft: int = 5
) -> AttackSpec:
return AttackSpec(
id=id_,
name=name,
kind="melee",
attack_bonus=attack_bonus,
reach_ft=reach_ft,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])],
)
def _combatant(id_: str, attacks: list[AttackSpec], *, 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=attacks,
)
# Hero's auto-selected weapon is "longsword" (first usable); "shortsword" is
# the explicit alternative with a lower bonus — the transcript distinguishes
# them by name and by the attack bonus.
def _two_swords() -> list[AttackSpec]:
return [_sword("hero-long", "longsword", 5), _sword("hero-short", "shortsword", 2)]
def _duel(
rng: list[int],
*,
hero_attacks: list[AttackSpec] | None = None,
foe_pos: tuple[int, int] = (1, 2),
grid: Grid | None = None,
) -> tuple[CombatEngine, CombatantState, CombatantState]:
"""hero at (1, 1) vs foe; scripted rolls only — no run(), no initiative."""
hero = make_state(
_combatant("hero", hero_attacks or _two_swords()), "players", (1, 1)
)
foe = make_state(
_combatant("foe", [_sword("foe-w", "short sword", 5)]), "monsters", foe_pos
)
engine = CombatEngine(ScriptedRng(rng), grid or make_grid(), [hero, foe])
return engine, hero, foe
# ── (a) the chosen weapon is the one that swings ──────────────────────────────
def test_attack_uses_the_explicitly_chosen_weapon() -> None:
# d20 10 + 2 (shortsword) = 12 vs AC 10 -> HIT for 3; the auto-selected
# longsword (+5) must NOT be the one swinging.
eng, hero, foe = _duel([10, 3])
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-short")
)
assert result == ActionResult(kind="attack", ok=True, reason="ok")
line = eng._transcript[-1]
assert "shortsword vs foe d20=10+2=12 AC 10 -> HIT 3 damage (100->97)" in line
assert "longsword" not in line
assert foe.hp == 97
def test_full_attack_uses_only_the_chosen_weapon() -> None:
# Auto full_attack swings BOTH melee weapons (multi-weapon melee); with an
# explicit choice only the shortsword swings.
eng, hero, _foe = _duel([10, 3])
result = eng._execute(
hero, Action(kind="full_attack", target_id="foe", weapon_id="hero-short")
)
assert result == ActionResult(kind="full_attack", ok=True, reason="ok")
joined = "\n".join(eng._transcript)
assert "shortsword vs foe" in joined
assert "longsword" not in joined
def test_full_attack_without_choice_still_swings_all_melee_weapons() -> None:
eng, hero, _foe = _duel([10, 3, 10, 3])
result = eng._execute(hero, Action(kind="full_attack", target_id="foe"))
assert result == ActionResult(kind="full_attack", ok=True, reason="ok")
joined = "\n".join(eng._transcript)
assert "longsword vs foe d20=10+5=15" in joined
assert "shortsword vs foe d20=10+2=12" in joined
# ── (b) broken weapon → weapon_unavailable ───────────────────────────────────
def test_attack_with_broken_weapon_is_rejected() -> None:
eng, hero, foe = _duel([]) # empty script: any roll would raise
hero.weapon_broken.add("hero-short")
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-short")
)
assert result == ActionResult(
kind="attack", ok=False, reason="weapon_unavailable"
)
assert any("attack rejected (weapon_unavailable)" in line for line in eng._transcript)
assert foe.hp == 100
def test_full_attack_with_broken_weapon_is_rejected() -> None:
eng, hero, foe = _duel([])
hero.weapon_broken.add("hero-short")
result = eng._execute(
hero, Action(kind="full_attack", target_id="foe", weapon_id="hero-short")
)
assert result == ActionResult(
kind="full_attack", ok=False, reason="weapon_unavailable"
)
assert foe.hp == 100
# ── (c) stolen weapon → weapon_unavailable ───────────────────────────────────
def test_attack_with_stolen_weapon_is_rejected() -> None:
eng, hero, foe = _duel([])
hero.weapon_stolen.add("hero-long")
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-long")
)
assert result == ActionResult(
kind="attack", ok=False, reason="weapon_unavailable"
)
assert foe.hp == 100
# ── (d) unknown weapon id → weapon_unavailable ───────────────────────────────
def test_attack_with_unknown_weapon_id_is_rejected() -> None:
eng, hero, foe = _duel([])
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="ghost-blade")
)
assert result == ActionResult(
kind="attack", ok=False, reason="weapon_unavailable"
)
assert any("attack rejected (weapon_unavailable)" in line for line in eng._transcript)
assert foe.hp == 100
def test_weapon_unavailable_is_in_the_reason_vocabulary() -> None:
assert "weapon_unavailable" in ACTION_RESULT_REASONS
# ── (e) chosen weapon cannot strike the target → weapon_unavailable ──────────
def test_attack_with_out_of_reach_weapon_is_rejected() -> None:
# Foe 4 cells away: the chosen melee weapon cannot reach, even though
# some other weapon might (here none can — but the choice is what fails).
eng, hero, foe = _duel([], foe_pos=(1, 5))
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-long")
)
assert result == ActionResult(
kind="attack", ok=False, reason="weapon_unavailable"
)
assert foe.hp == 100
def test_attack_with_no_line_of_effect_weapon_is_rejected() -> None:
# Wall at (1,1) between hero (1,0) and foe (1,2): the longspear (10 ft
# reach) is IN range but has no line of effect -> weapon_unavailable.
rows = ["." * 8, ".#." + "." * 5] + ["." * 8] * 6
legend = {
".": TerrainType(type="floor", move_cost=1),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
grid = Grid.from_spec(MapSpec(name="wall", terrain=tuple(rows), legend=legend))
hero_spear = [_sword("hero-pike", "longspear", 5, reach_ft=10)]
eng, hero, foe = _duel(
[], hero_attacks=hero_spear, foe_pos=(1, 2), grid=grid
)
hero.pos = (1, 0)
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-pike")
)
assert result == ActionResult(
kind="attack", ok=False, reason="weapon_unavailable"
)
assert foe.hp == 100
# ── (f) no weapon_id → identical to today's auto-selection ───────────────────
def test_explicit_auto_equivalent_weapon_matches_no_choice() -> None:
# Same scripted scenario with weapon_id=None and with the weapon the
# auto-selection would pick anyway: transcripts must be byte-identical.
eng_a, hero_a, _foe_a = _duel([10, 3, 10, 3])
res_a = eng_a._execute(hero_a, Action(kind="attack", target_id="foe"))
eng_b, hero_b, _foe_b = _duel([10, 3, 10, 3])
res_b = eng_b._execute(
hero_b, Action(kind="attack", target_id="foe", weapon_id="hero-long")
)
assert res_a == res_b == ActionResult(kind="attack", ok=True, reason="ok")
assert eng_a._transcript == eng_b._transcript
assert "longsword vs foe d20=10+5=15" in eng_a._transcript[-1]
def test_no_choice_full_attack_transcript_is_unchanged() -> None:
# Policy-driven full run: the auto full_attack transcript keeps its exact
# shape (both melee weapons, in usable_attacks() order).
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="full_attack", target_id="foe"),)
return _WAIT
hero = make_state(_combatant("hero", _two_swords(), initiative_mod=2), "players", (1, 1))
foe = make_state(
_combatant("foe", [_sword("foe-w", "short sword", 5)]), "monsters", (1, 2)
)
# initiative: hero d20 10 (+2), foe d20 5; hero full_attack: hit+damage, hit+damage.
eng = CombatEngine(
ScriptedRng([10, 5, 10, 3, 10, 3]), make_grid(), [hero, foe],
policy=policy, round_cap=1,
)
t = eng.run().transcript
assert "round 1 hero: longsword vs foe d20=10+5=15 AC 10 -> HIT 3 damage (100->97)" in t
assert "round 1 hero: shortsword vs foe d20=10+2=12 AC 10 -> HIT 3 damage (97->94)" in t
assert hero.last_action_results == [
ActionResult(kind="full_attack", ok=True, reason="ok")
]