"""Tests for B5.3: melee reach depends on weapon reach and creature size. Covers the PF1e reach rules implemented in this phase: - non-reach weapons (``reach_ft == 5``) threaten the disk of effective reach; - reach weapons (``reach_ft > 5``) threaten only the ring at exactly their reach (the PF1e reach dead zone: a longspear cannot hit an adjacent target); - a Large creature's natural reach (10 ft) extends its non-reach weapons; - ``weapon_for`` respects the reach dead zone; - AoOs trigger from ring squares threatened by a reach weapon. """ from __future__ import annotations from pf1e_simulator.combat import Action, 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 def make_combatant( cid: str, *, size: str = "Medium", reach_ft: int = 5, hp: int = 20, ac: int = 15, attack_bonus: int = 5, speed: int = 30, ) -> Combatant: """Build a single-melee-weapon combatant (used by most reach tests).""" attack = AttackSpec( id=f"{cid}-w", name="longspear" if reach_ft > 5 else "short sword", kind="melee", attack_bonus=attack_bonus, damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])], reach_ft=reach_ft, ) return Combatant( id=cid, name=cid, level=1, size=size, abilities=AbilityScores( str_score=10, dex_score=10, con_score=12, int_score=10, wis_score=10, cha_score=10, ), hp_max=hp, ac=ACProfile(total=ac, touch=ac, flat_footed=ac), bab=attack_bonus, initiative_mod=0, speed_land_ft=speed, 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(states: list[CombatantState]) -> CombatEngine: return CombatEngine(ScriptedRng([]), make_grid(), states) def _grid_distance(a: tuple[int, int], b: tuple[int, int]) -> int: """5-10-5 diagonal distance in squares (mirrors Grid.distance).""" d_row = abs(a[0] - b[0]) d_col = abs(a[1] - b[1]) return max(d_row, d_col) + min(d_row, d_col) // 2 def _ring(pos: tuple[int, int], radius: int) -> set[tuple[int, int]]: """Cells at exactly ``radius`` squares from ``pos`` (5-10-5 distance).""" r, c = pos return { (r + dr, c + dc) for dr in range(-radius, radius + 1) for dc in range(-radius, radius + 1) if (dr, dc) != (0, 0) and _grid_distance(pos, (r + dr, c + dc)) == radius } def _disk(pos: tuple[int, int], radius: int) -> set[tuple[int, int]]: """Cells within ``radius`` squares of ``pos`` (5-10-5 distance), excluding pos.""" r, c = pos return { (r + dr, c + dc) for dr in range(-radius, radius + 1) for dc in range(-radius, radius + 1) if (dr, dc) != (0, 0) and _grid_distance(pos, (r + dr, c + dc)) <= radius } def _adjacent(pos: tuple[int, int]) -> set[tuple[int, int]]: """The 8 cells adjacent to ``pos``.""" return _disk(pos, 1) def test_medium_5ft_weapon_threatens_adjacent_only() -> None: """A Medium combatant with a 5 ft weapon threatens exactly the 8 adjacent squares.""" fighter = make_combatant("fighter") state = make_state(fighter, "players", (3, 3)) engine = make_engine([state]) assert engine._threatened_squares(state) == frozenset(_adjacent((3, 3))) def test_reach_weapon_threatens_ring_not_adjacent() -> None: """A longspear (reach 10 ft) threatens the ring at distance 2, not adjacent squares.""" spearman = make_combatant("spearman", reach_ft=10) state = make_state(spearman, "players", (3, 3)) engine = make_engine([state]) threatened = engine._threatened_squares(state) assert threatened == frozenset(_ring((3, 3), 2)) assert (3, 2) not in threatened # adjacent orthogonal assert (3, 4) not in threatened assert (2, 2) not in threatened # adjacent diagonal assert (4, 4) not in threatened def test_sword_plus_reach_weapon_union() -> None: """A combatant with a 5 ft sword and a reach weapon threatens disk(1) plus ring(2).""" sword = AttackSpec( id="sword", name="short sword", kind="melee", attack_bonus=5, damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])], reach_ft=5, ) spear = AttackSpec( id="spear", name="longspear", kind="melee", attack_bonus=5, damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])], reach_ft=10, ) combatant = Combatant( id="dual", name="dual", level=1, size="Medium", abilities=AbilityScores( str_score=10, dex_score=10, con_score=12, int_score=10, wis_score=10, cha_score=10, ), hp_max=20, ac=ACProfile(total=15, touch=15, flat_footed=15), bab=5, initiative_mod=0, speed_land_ft=30, saves=Saves(fort=0, ref=0, will=0), attacks=[sword, spear], ) state = make_state(combatant, "players", (3, 3)) engine = make_engine([state]) assert engine._threatened_squares(state) == frozenset( _adjacent((3, 3)) | _ring((3, 3), 2) ) def test_large_creature_sword_threatens_disk_radius_2() -> None: """A Large creature (2x2 footprint, natural reach 10 ft) with a 5 ft sword threatens the union of radius-2 disks around each occupied cell.""" giant = make_combatant("giant", size="Large") state = make_state(giant, "players", (3, 3)) engine = make_engine([state]) footprint = state.occupied_cells() expected = set() for cell in footprint: expected |= _disk(cell, 2) expected -= footprint assert engine._threatened_squares(state) == frozenset(expected) def test_unknown_size_defaults_to_5ft() -> None: """An unlisted size falls back to the current 5 ft natural reach.""" weird = make_combatant("weird", size="Weird") state = make_state(weird, "players", (3, 3)) engine = make_engine([state]) assert engine._threatened_squares(state) == frozenset(_adjacent((3, 3))) def test_weapon_for_reach_weapon_at_distance_2_not_1() -> None: """weapon_for selects a reach weapon at distance 2 but not at distance 1 (dead zone).""" spearman = make_combatant("spearman", reach_ft=10) target = make_combatant("target") attacker = make_state(spearman, "players", (3, 3)) foe_at_ring = make_state(target, "monsters", (3, 5)) # distance 2 engine_ring = make_engine([attacker, foe_at_ring]) weapon = engine_ring.weapon_for(attacker, foe_at_ring) assert weapon is not None assert weapon.reach_ft == 10 foe_adjacent = make_state(target, "monsters", (3, 4)) # distance 1 engine_adjacent = make_engine([attacker, foe_adjacent]) assert engine_adjacent.weapon_for(attacker, foe_adjacent) is None def test_weapon_for_large_creature_sword_at_distance_2() -> None: """A Large creature's 5 ft sword is selectable at distance 2 (natural reach 10 ft).""" giant = make_combatant("giant", size="Large") target = make_combatant("target") attacker = make_state(giant, "players", (3, 3)) foe = make_state(target, "monsters", (3, 5)) # distance 2 engine = make_engine([attacker, foe]) weapon = engine.weapon_for(attacker, foe) assert weapon is not None assert weapon.reach_ft == 5 def _move_to_dest(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: """Test policy: always move toward the 'dest' combatant.""" return (Action(kind="move", target_id="dest"),) def test_aoo_from_reach_ring() -> None: """Moving through a ring square threatened by a longspear provokes an AoO.""" runner = make_combatant("runner", hp=20, ac=12, speed=30) spearman = make_combatant("spearman", hp=20, ac=15, attack_bonus=5, speed=0, reach_ft=10) dest = make_combatant("dest", hp=20, ac=15, attack_bonus=0, speed=0) states = [ make_state(runner, "players", (4, 3)), make_state(spearman, "monsters", (3, 1)), make_state(dest, "monsters", (4, 5)), ] engine = CombatEngine( ScriptedRng([10, 9, 8, 15, 3, 5]), make_grid(), states, round_cap=1, policy=_move_to_dest, ) result = engine.run() assert result.transcript == ( "initiative: runner d20=10+0=10", "initiative: spearman d20=9+0=9", "initiative: dest d20=8+0=8", "round 1 spearman: AoO vs runner d20=15+5=20 AC 12 -> HIT 3 damage (20->17)", "round 1 runner: move (4,3)->(3,4)", "round 1 spearman: wait", "round 1 dest: wait", "battle over: draw after 1 rounds", ) def test_no_aoo_from_adjacent_to_reach_weapon() -> None: """A longspear does not threaten adjacent squares: no AoO when leaving one.""" runner = make_combatant("runner", hp=20, ac=12, speed=30) spearman = make_combatant("spearman", hp=20, ac=15, attack_bonus=5, speed=0, reach_ft=10) dest = make_combatant("dest", hp=20, ac=15, attack_bonus=0, speed=0) states = [ make_state(runner, "players", (4, 1)), make_state(spearman, "monsters", (3, 1)), make_state(dest, "monsters", (4, 3)), ] engine = CombatEngine( ScriptedRng([10, 9, 8, 15, 3, 5]), make_grid(), states, round_cap=1, policy=_move_to_dest, ) result = engine.run() assert result.transcript == ( "initiative: runner d20=10+0=10", "initiative: spearman d20=9+0=9", "initiative: dest d20=8+0=8", "round 1 runner: move (4,1)->(3,2)", "round 1 spearman: wait", "round 1 dest: wait", "battle over: draw after 1 rounds", )