"""Tests for the directional ``direction`` field on directional maneuvers. L2 of the ``llm-policy-contract`` plan: ``Action`` gains a ``direction`` field that lets a policy steer the three directional maneuvers (reposition, drag, bull_rush) instead of relying on the deterministic default direction (first free neighbor / beyond the target / away from the attacker). When ``direction`` is ``None`` the previous deterministic behavior is kept bit-identical. """ from __future__ import annotations from pf1e_simulator.combat import Action, CombatantState, CombatEngine 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: # A maneuver provokes an AoO from the (threatening) target BEFORE the CMB # check (B13 conformance): the scripted queues carry a leading natural 1 # so the provoking attack always misses. return CombatEngine(ScriptedRng(queue), make_grid(), states) # --- Test 1: reposition with direction ------------------------------------- def test_reposition_direction_right() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "reposition", direction=(0, 1)) assert b.pos == (1, 3) def test_reposition_direction_down() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "reposition", direction=(1, 0)) assert b.pos == (2, 2) # --- Test 2: drag with direction ------------------------------------------- def test_drag_direction_up() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "drag", direction=(-1, 0)) assert b.pos == (0, 2) assert a.pos == (1, 2) # --- Test 3: bull_rush with direction -------------------------------------- def test_bull_rush_direction_left() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (2, 2)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "bull_rush", direction=(0, -1)) assert b.pos == (1, 1) # --- Test 4: invalid direction -> no movement ------------------------------- def test_reposition_direction_out_of_bounds_no_move() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (0, 0)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "reposition", direction=(-1, 0)) assert b.pos == (0, 0) def test_reposition_direction_occupied_no_move() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) # direction points at the attacker's own cell -> occupied -> no move engine._execute_maneuver(a, b, "reposition", direction=(0, -1)) assert b.pos == (1, 2) def test_bull_rush_direction_out_of_bounds_no_move() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (0, 0)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "bull_rush", direction=(-1, 0)) assert b.pos == (0, 0) # --- Test 5: direction=None keeps previous behavior ------------------------- def test_reposition_none_uses_first_free_neighbor() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "reposition") # First free neighbor in _NEIGHBOR_OFFSETS order, skipping attacker's cell. assert b.pos == (0, 1) def test_drag_none_uses_beyond_cell() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (1, 1)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "drag") # Beyond the target from the attacker: (1, 3). assert b.pos == (1, 3) assert a.pos == (1, 2) def test_bull_rush_none_uses_away_from_attacker() -> None: a_spec = make_combatant("a") b_spec = make_combatant("b") a = make_state(a_spec, "players", (2, 2)) b = make_state(b_spec, "monsters", (1, 2)) engine = make_engine([1, 12], [a, b]) engine._execute_maneuver(a, b, "bull_rush") # Away from attacker (up, since target is above): (0, 2). assert b.pos == (0, 2) # --- Test 6: determinism ---------------------------------------------------- def _run_with_direction(direction: tuple[int, int] | None) -> 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)) def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "a": return ( Action( kind="maneuver", target_id="b", maneuver="reposition", direction=direction, ), ) 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_direction((0, 1)) == _run_with_direction((0, 1)) assert _run_with_direction(None) == _run_with_direction(None) def test_direction_changes_transcript() -> None: assert _run_with_direction((0, 1)) != _run_with_direction(None)