feat(combat): add repair_weapon action to fix broken weapons
This commit is contained in:
@@ -358,7 +358,7 @@ class Action:
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"attack", "move", "wait", "swift", "free", "immediate", "full_round",
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"attack", "move", "wait", "swift", "free", "immediate", "full_round",
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"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
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"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
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"maneuver", "channel_energy", "hex", "deed", "spell_combat",
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"maneuver", "channel_energy", "hex", "deed", "spell_combat",
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"inspire_courage", "retrieve_weapon",
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"inspire_courage", "retrieve_weapon", "repair_weapon",
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]
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]
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target_id: str | None = None
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target_id: str | None = None
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spell_name: str | None = None
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spell_name: str | None = None
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@@ -1478,6 +1478,8 @@ class CombatEngine:
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)
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)
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elif kind == "retrieve_weapon":
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elif kind == "retrieve_weapon":
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self._retrieve_weapon(state, action.weapon_id)
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self._retrieve_weapon(state, action.weapon_id)
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elif kind == "repair_weapon":
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self._repair_weapon(state, action.weapon_id)
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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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@@ -1648,6 +1650,37 @@ class CombatEngine:
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f"retrieve {weapon_id} (restored)"
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f"retrieve {weapon_id} (restored)"
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)
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)
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def _repair_weapon(self, state: CombatantState, weapon_id: str | None) -> None:
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"""Repair a broken weapon: remove it from ``weapon_broken`` and reset damage.
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No-op (with a log line) when ``weapon_id`` is None or the weapon was never
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damaged. Also removes the transient ``disarmed`` condition originating
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from the sunder that broke the weapon, so the repaired weapon is fully
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usable again.
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"""
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if weapon_id is None:
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"repair: nothing to repair"
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)
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return
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if weapon_id not in state.weapon_damage:
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"repair {weapon_id}: nothing to repair"
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)
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return
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state.weapon_damage.pop(weapon_id, None)
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state.weapon_broken.discard(weapon_id)
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state.active_conditions = [
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c for c in state.active_conditions
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if not (c.condition.name == "disarmed" and c.source == "maneuver: sunder")
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]
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"repair {weapon_id} (restored)"
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)
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def _maneuver_cmb(self, state: CombatantState) -> int:
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def _maneuver_cmb(self, state: CombatantState) -> int:
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return (
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return (
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state.combatant.cmb
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state.combatant.cmb
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@@ -0,0 +1,187 @@
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"""Tests for the ``repair_weapon`` action (repairing a broken weapon).
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L8 of the ``llm-policy-contract`` plan: ``Action`` gains a ``repair_weapon``
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kind (reusing the existing ``weapon_id`` field) so a policy can restore a
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weapon that a sunder maneuver broke. The weapon is removed from
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``state.weapon_broken``, its accumulated damage is reset, and the transient
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``disarmed`` condition originating from the sunder is removed so the repaired
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weapon is fully usable again via ``usable_attacks()``.
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No default policy emits ``repair_weapon``; it is only accepted by ``_execute``
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(usage via custom policy / LLM).
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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.conditions import Condition
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from pf1e_simulator.effects import ActiveCondition, StatModifier
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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 _weapon_ids(state: CombatantState) -> list[str]:
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return [w.id for w in state.usable_attacks()]
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def _sunder_disarmed_condition() -> ActiveCondition:
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return ActiveCondition(
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condition=Condition(
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name="disarmed",
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modifiers=(StatModifier(target="attack", value=-4),),
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),
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rounds_left=1,
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source="maneuver: sunder",
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)
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# --- Test 1: repair restores a broken weapon ---------------------------------
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def test_repair_restores_broken_weapon() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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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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b.weapon_damage = {"b-w": 10}
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b.weapon_broken = {"b-w"}
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b.active_conditions.append(_sunder_disarmed_condition())
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engine = make_engine([], [a, b])
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engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
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assert not b.weapon_broken
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assert not b.weapon_damage
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assert "b-w" in _weapon_ids(b)
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assert not any(
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c.condition.name == "disarmed" and c.source == "maneuver: sunder"
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for c in b.active_conditions
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)
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assert "repair b-w (restored)" in engine._transcript[-1]
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# --- Test 2: weapon_id=None -> nothing to repair, state unchanged ------------
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def test_repair_none_logs_nothing_to_repair() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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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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b.weapon_damage = {"b-w": 10}
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b.weapon_broken = {"b-w"}
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engine = make_engine([], [a, b])
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engine._execute(b, Action(kind="repair_weapon"))
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assert "nothing to repair" in engine._transcript[-1]
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assert b.weapon_broken == {"b-w"}
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assert b.weapon_damage == {"b-w": 10}
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# --- Test 3: id never damaged -> log, state unchanged ------------------------
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def test_repair_unknown_id_logs_nothing_to_repair() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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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([], [a, b])
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engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
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assert "nothing to repair" in engine._transcript[-1]
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assert not b.weapon_broken
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assert not b.weapon_damage
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# --- Test 4: real sunder then repair restores the weapon ---------------------
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def test_sunder_then_repair_restores_weapon() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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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] * 5, [a, b])
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for _ in range(5):
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engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="sunder"))
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assert "b-w" in b.weapon_broken
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assert "b-w" not in _weapon_ids(b)
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assert any(
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c.condition.name == "disarmed" and c.source == "maneuver: sunder"
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for c in b.active_conditions
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)
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engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
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assert not b.weapon_broken
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assert not b.weapon_damage
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assert "b-w" in _weapon_ids(b)
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assert not any(
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c.condition.name == "disarmed" and c.source == "maneuver: sunder"
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for c in b.active_conditions
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)
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assert "repair b-w (restored)" in engine._transcript[-1]
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# --- Test 5: determinism -----------------------------------------------------
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def _run_with_repair() -> 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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b.weapon_damage = {"b-w": 10}
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b.weapon_broken = {"b-w"}
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def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "b":
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return (Action(kind="repair_weapon", weapon_id="b-w"),)
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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_repair() == _run_with_repair()
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