feat(combat): add repair_weapon action to fix broken weapons

This commit is contained in:
2026-09-06 10:05:55 +02:00
parent 8e957c9fac
commit fdcd103e8a
2 changed files with 221 additions and 1 deletions
+34 -1
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@@ -358,7 +358,7 @@ class Action:
"attack", "move", "wait", "swift", "free", "immediate", "full_round", "attack", "move", "wait", "swift", "free", "immediate", "full_round",
"full_attack", "charge", "withdraw", "5foot_step", "cast_spell", "full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
"maneuver", "channel_energy", "hex", "deed", "spell_combat", "maneuver", "channel_energy", "hex", "deed", "spell_combat",
"inspire_courage", "retrieve_weapon", "inspire_courage", "retrieve_weapon", "repair_weapon",
] ]
target_id: str | None = None target_id: str | None = None
spell_name: str | None = None spell_name: str | None = None
@@ -1478,6 +1478,8 @@ class CombatEngine:
) )
elif kind == "retrieve_weapon": elif kind == "retrieve_weapon":
self._retrieve_weapon(state, action.weapon_id) self._retrieve_weapon(state, action.weapon_id)
elif kind == "repair_weapon":
self._repair_weapon(state, action.weapon_id)
elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"): elif kind in ("channel_energy", "hex", "deed", "spell_combat", "inspire_courage"):
self._execute_class_ability(state, target, action) self._execute_class_ability(state, target, action)
elif kind == "charge": elif kind == "charge":
@@ -1648,6 +1650,37 @@ class CombatEngine:
f"retrieve {weapon_id} (restored)" f"retrieve {weapon_id} (restored)"
) )
def _repair_weapon(self, state: CombatantState, weapon_id: str | None) -> None:
"""Repair a broken weapon: remove it from ``weapon_broken`` and reset damage.
No-op (with a log line) when ``weapon_id`` is None or the weapon was never
damaged. Also removes the transient ``disarmed`` condition originating
from the sunder that broke the weapon, so the repaired weapon is fully
usable again.
"""
if weapon_id is None:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"repair: nothing to repair"
)
return
if weapon_id not in state.weapon_damage:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"repair {weapon_id}: nothing to repair"
)
return
state.weapon_damage.pop(weapon_id, None)
state.weapon_broken.discard(weapon_id)
state.active_conditions = [
c for c in state.active_conditions
if not (c.condition.name == "disarmed" and c.source == "maneuver: sunder")
]
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"repair {weapon_id} (restored)"
)
def _maneuver_cmb(self, state: CombatantState) -> int: def _maneuver_cmb(self, state: CombatantState) -> int:
return ( return (
state.combatant.cmb state.combatant.cmb
+187
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@@ -0,0 +1,187 @@
"""Tests for the ``repair_weapon`` action (repairing a broken weapon).
L8 of the ``llm-policy-contract`` plan: ``Action`` gains a ``repair_weapon``
kind (reusing the existing ``weapon_id`` field) so a policy can restore a
weapon that a sunder maneuver broke. The weapon is removed from
``state.weapon_broken``, its accumulated damage is reset, and the transient
``disarmed`` condition originating from the sunder is removed so the repaired
weapon is fully usable again via ``usable_attacks()``.
No default policy emits ``repair_weapon``; it is only accepted by ``_execute``
(usage via custom policy / LLM).
"""
from __future__ import annotations
from pf1e_simulator.combat import Action, CombatantState, CombatEngine
from pf1e_simulator.conditions import Condition
from pf1e_simulator.effects import ActiveCondition, StatModifier
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, SeededRng
def make_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=6,
ac=ACProfile(total=13, touch=13, flat_footed=13),
bab=attack_bonus,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=0, ref=0, will=0),
attacks=[attack],
)
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
def make_grid() -> Grid:
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
return Grid.from_spec(spec)
def make_engine(queue: list[int], states: list[CombatantState]) -> CombatEngine:
return CombatEngine(ScriptedRng(queue), make_grid(), states)
def _weapon_ids(state: CombatantState) -> list[str]:
return [w.id for w in state.usable_attacks()]
def _sunder_disarmed_condition() -> ActiveCondition:
return ActiveCondition(
condition=Condition(
name="disarmed",
modifiers=(StatModifier(target="attack", value=-4),),
),
rounds_left=1,
source="maneuver: sunder",
)
# --- Test 1: repair restores a broken weapon ---------------------------------
def test_repair_restores_broken_weapon() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
b.weapon_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
b.active_conditions.append(_sunder_disarmed_condition())
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert not b.weapon_broken
assert not b.weapon_damage
assert "b-w" in _weapon_ids(b)
assert not any(
c.condition.name == "disarmed" and c.source == "maneuver: sunder"
for c in b.active_conditions
)
assert "repair b-w (restored)" in engine._transcript[-1]
# --- Test 2: weapon_id=None -> nothing to repair, state unchanged ------------
def test_repair_none_logs_nothing_to_repair() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
b.weapon_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon"))
assert "nothing to repair" in engine._transcript[-1]
assert b.weapon_broken == {"b-w"}
assert b.weapon_damage == {"b-w": 10}
# --- Test 3: id never damaged -> log, state unchanged ------------------------
def test_repair_unknown_id_logs_nothing_to_repair() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert "nothing to repair" in engine._transcript[-1]
assert not b.weapon_broken
assert not b.weapon_damage
# --- Test 4: real sunder then repair restores the weapon ---------------------
def test_sunder_then_repair_restores_weapon() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12] * 5, [a, b])
for _ in range(5):
engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="sunder"))
assert "b-w" in b.weapon_broken
assert "b-w" not in _weapon_ids(b)
assert any(
c.condition.name == "disarmed" and c.source == "maneuver: sunder"
for c in b.active_conditions
)
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert not b.weapon_broken
assert not b.weapon_damage
assert "b-w" in _weapon_ids(b)
assert not any(
c.condition.name == "disarmed" and c.source == "maneuver: sunder"
for c in b.active_conditions
)
assert "repair b-w (restored)" in engine._transcript[-1]
# --- Test 5: determinism -----------------------------------------------------
def _run_with_repair() -> tuple[str, ...]:
a_spec = make_combatant("a", attack_bonus=5)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
b.weapon_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "b":
return (Action(kind="repair_weapon", weapon_id="b-w"),)
return (Action(kind="wait"),)
engine = CombatEngine(SeededRng(42), make_grid(), [a, b], policy=policy)
return engine.run().transcript
def test_determinism_same_seed_same_transcript() -> None:
assert _run_with_repair() == _run_with_repair()