"""Tests for the ``retrieve_weapon`` action (recovering a stolen weapon). L7 of the ``llm-policy-contract`` plan: ``Action`` gains a ``retrieve_weapon`` kind and a ``weapon_id`` field so a policy can restore a weapon that a steal maneuver took from its owner. The weapon is removed from ``state.weapon_stolen`` and becomes usable again via ``usable_attacks()``. No default policy emits ``retrieve_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.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()] # --- Test 1: retrieve restores a stolen weapon ------------------------------- def test_retrieve_restores_stolen_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([1, 12], [a, b]) engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="steal")) assert "b-w" in b.weapon_stolen assert "b-w" not in _weapon_ids(b) engine._execute(b, Action(kind="retrieve_weapon", weapon_id="b-w")) assert not b.weapon_stolen assert "b-w" in _weapon_ids(b) # --- Test 2: weapon_id=None -> nothing to retrieve, state unchanged ---------- def test_retrieve_none_logs_nothing_to_retrieve() -> 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_stolen.add("b-w") engine = make_engine([], [a, b]) engine._execute(b, Action(kind="retrieve_weapon")) assert "nothing to retrieve" in engine._transcript[-1] assert b.weapon_stolen == {"b-w"} # --- Test 3: unknown id (never stolen) -> log, state unchanged --------------- def test_retrieve_unknown_id_logs_nothing_to_retrieve() -> 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_stolen.add("b-w") engine = make_engine([], [a, b]) engine._execute(b, Action(kind="retrieve_weapon", weapon_id="ghost")) assert "nothing to retrieve" in engine._transcript[-1] assert b.weapon_stolen == {"b-w"} # --- Test 4: real steal then retrieve restores the weapon -------------------- def test_steal_then_retrieve_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([1, 12], [a, b]) engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="steal")) assert "b-w" in b.weapon_stolen assert engine.weapon_for(b, a) is None engine._execute(b, Action(kind="retrieve_weapon", weapon_id="b-w")) assert not b.weapon_stolen assert engine.weapon_for(b, a) is not None assert "retrieve b-w (restored)" in engine._transcript[-1] # --- Test 5: determinism ----------------------------------------------------- def _run_with_retrieve() -> 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_stolen.add("b-w") def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "b": return (Action(kind="retrieve_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_retrieve() == _run_with_retrieve()