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pf1e-simulator/tests/test_prone_actions.py
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"""The PF1e prone actions (Package U5b).
``stand_up`` is a move action that ends prone: it provokes an AoO from each
threatening enemy (resolved while still prone, via ``_check_move_aoo``) and
removes the ``prone`` condition from BOTH representations — the duration-tracked
``active_conditions`` (how trip/overrun apply it) and the duration-less
``conditions`` list (how ``drop_prone`` applies it). ``drop_prone`` is a free
action that goes prone until the combatant stands up. Rejections: standing up
while not prone → ``not_prone``; dropping while already prone →
``already_prone``. The engine's prone modifiers follow the CRB (B3
conformance): a prone attacker takes -4 on melee attacks (ranged weapons are
treated as crossbow-exempt — usable at -4, the model cannot tell them apart);
a prone defender takes -4 AC vs melee and gains +4 AC vs ranged.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
ACTION_RESULT_REASONS,
Action,
ActionResult,
CombatantState,
CombatEngine,
)
from pf1e_simulator.conditions import CONDITIONS_BY_NAME
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.effects import ActiveCondition
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from tests.test_observation_enriched import _snapshot, make_grid, make_state
def _combatant(id_: str, *, initiative_mod: int = 0) -> Combatant:
return Combatant(
id=id_,
name=id_,
level=1,
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
ac=ACProfile(total=10, touch=10, flat_footed=10),
bab=1,
initiative_mod=initiative_mod,
speed_land_ft=30,
hp_max=100,
saves=Saves(fort=0, ref=0, will=0),
attacks=[
AttackSpec(
id=f"{id_}-sword",
name="short sword",
kind="melee",
attack_bonus=5,
damage=[
DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
],
)
],
)
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _duel(policy: PolicyFn, rng: list[int], round_cap: int) -> CombatEngine:
"""hero (state order first, ties act first) adjacent to foe."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 1))
return CombatEngine(
ScriptedRng(rng), make_grid(), [hero, foe],
policy=policy, round_cap=round_cap,
)
def _prone_hero_state(*, rounds_left: int = 2) -> CombatantState:
"""A hero carrying trip-style prone (duration-tracked active_conditions)."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
hero.active_conditions.append(
ActiveCondition(
condition=CONDITIONS_BY_NAME["prone"],
rounds_left=rounds_left,
source="maneuver: trip",
)
)
return hero
# ── (a) drop_prone applies prone and attacks reflect the -4 AC ────────────────
def test_drop_prone_applies_prone_and_attacks_see_ac_penalty() -> None:
# Control: hero waits — d20 4 + 5 = 9 misses AC 10.
def waiting_policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return _WAIT
return (Action(kind="attack", target_id="hero"),)
plain = _duel(waiting_policy, [10, 5, 4], round_cap=1).run().transcript
assert "round 1 foe: short sword vs hero d20=4+5=9 AC 10 -> MISS" in plain
# Same scripted roll against a hero who dropped prone: AC 6, hit.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="drop_prone"),)
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 4, 3], round_cap=1)
t = eng.run().transcript
assert "round 1 hero: drops prone" in t
assert (
"round 1 foe: short sword vs hero d20=4+5=9 AC 6 -> HIT 3 damage (100->97)"
in t
)
hero = eng._states[0]
# drop_prone uses the duration-less list; active_conditions stays empty.
assert [c.name for c in hero.conditions] == ["prone"]
assert hero.active_conditions == []
assert hero.last_action_results == [
ActionResult(kind="drop_prone", ok=True, reason="ok")
]
def test_snapshot_exposes_dropped_prone() -> None:
hero_snaps: list[dict[str, object]] = []
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "foe":
obs = _snapshot(engine, state)
hero_snaps.append(
next(c for c in obs["combatants"] if c["id"] == "hero")
)
return _WAIT
if engine._current_round == 1:
return (Action(kind="drop_prone"),)
return _WAIT
_duel(policy, [10, 5], round_cap=2).run()
assert len(hero_snaps) == 2
# rounds_left 0: the duration-less representation, persists until stand up.
assert ("prone", 0) in hero_snaps[0]["conditions"]
assert ("prone", 0) in hero_snaps[1]["conditions"]
assert hero_snaps[0]["last_turn_results"] == (
{"kind": "drop_prone", "ok": True, "reason": "ok"},
)
# ── (b) stand_up clears prone ─────────────────────────────────────────────────
def test_stand_up_clears_prone() -> None:
# Foe out of reach: no provoked AoO, a pure clear test.
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 5))
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id != "hero":
return _WAIT
if _engine._current_round == 1:
return (Action(kind="drop_prone"),)
return (Action(kind="stand_up"),)
eng = CombatEngine(
ScriptedRng([10, 5]), make_grid(), [hero, foe],
policy=policy, round_cap=2,
)
t = eng.run().transcript
assert "round 1 hero: drops prone" in t
assert "round 2 hero: stands up" in t
hero_state = eng._states[0]
assert hero_state.conditions == []
assert hero_state.active_conditions == []
assert hero_state.last_action_results == [
ActionResult(kind="stand_up", ok=True, reason="ok")
]
# ── (c) stand_up on a non-prone combatant → not_prone ─────────────────────────
def test_stand_up_without_prone_is_rejected() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="stand_up"),)
return _WAIT
eng = _duel(policy, [10, 5], round_cap=1)
t = eng.run().transcript
assert "round 1 hero: stand_up rejected (not_prone)" in t
assert "stands up" not in "\n".join(t)
assert eng._states[0].last_action_results == [
ActionResult(kind="stand_up", ok=False, reason="not_prone")
]
assert "not_prone" in ACTION_RESULT_REASONS
# ── (d) drop_prone on an already-prone combatant → already_prone ──────────────
def test_drop_prone_when_already_prone_is_rejected() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="drop_prone"),)
return _WAIT
eng = _duel(policy, [10, 5], round_cap=2)
t = eng.run().transcript
assert "round 1 hero: drops prone" in t
assert "round 2 hero: drop_prone rejected (already_prone)" in t
hero = eng._states[0]
# Still exactly one prone entry — the rejection does not stack or clear.
assert [c.name for c in hero.conditions] == ["prone"]
assert hero.last_action_results == [
ActionResult(kind="drop_prone", ok=False, reason="already_prone")
]
assert "already_prone" in ACTION_RESULT_REASONS
# ── (e) a trip-prone combatant can stand up (same representation) ─────────────
def test_stand_up_removes_trip_applied_prone() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 1))
eng = CombatEngine(
ScriptedRng([1, 10, 4, 3]), make_grid(), [hero, foe],
policy=lambda _e, _s: _WAIT, round_cap=1,
)
eng._current_round = 1
# The prone hero threatens, so the trip provokes its AoO first (d20 1 ->
# natural 1 miss); then the real trip handler: d20 10 + CMB 1 = 11 vs
# CMD 11 -> prone (active_conditions).
eng._execute_maneuver(foe, hero, "trip")
assert "trip vs hero d20=10+1=11 CMD 11 -> SUCCESS (prone)" in "\n".join(
eng._transcript
)
assert [
(ac.condition.name, ac.rounds_left) for ac in hero.active_conditions
] == [("prone", 1)]
# Stand up: the foe threatens, so an AoO strikes first (d20 4 + 5 = 9 vs
# prone AC 6 -> HIT, d6 3), then prone is removed from active_conditions.
result = eng._execute_stand_up(hero)
assert result == ActionResult(kind="stand_up", ok=True, reason="ok")
assert hero.active_conditions == []
assert hero.conditions == []
assert hero.hp == 97
lines = "\n".join(eng._transcript)
assert "round 1 foe: AoO vs hero d20=4+5=9 AC 6 -> HIT 3 damage (100->97)" in lines
assert lines.index("AoO vs hero") < lines.index("round 1 hero: stands up")
# ── (f) standing up provokes an AoO while still prone (full turn flow) ────────
def test_stand_up_provoke_opportunity_attack() -> None:
hero = _prone_hero_state()
foe = make_state(_combatant("foe"), "monsters", (0, 1))
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="stand_up"),)
return _WAIT
# init hero d20 10+2=12, foe d20 5; hero's turn: AoO d20 4 + 5 = 9 vs
# AC 6 (still prone) -> HIT, d6 3.
eng = CombatEngine(
ScriptedRng([10, 5, 4, 3]), make_grid(), [hero, foe],
policy=policy, round_cap=1,
)
t = eng.run().transcript
assert "round 1 foe: AoO vs hero d20=4+5=9 AC 6 -> HIT 3 damage (100->97)" in t
assert "round 1 hero: stands up" in t
assert t.index(
"round 1 foe: AoO vs hero d20=4+5=9 AC 6 -> HIT 3 damage (100->97)"
) < t.index("round 1 hero: stands up")
assert eng._states[0].active_conditions == []
assert eng._states[0].hp == 97
assert eng._aoo_used == {"foe": 1}
# ── (g) combatants that never use them are unchanged ──────────────────────────
def test_no_prone_actions_transcript_is_pinned() -> None:
eng = _duel(lambda _e, _s: _WAIT, [10, 5], round_cap=2)
result = eng.run()
assert result.transcript == (
"initiative: hero d20=10+2=12",
"initiative: foe d20=5+0=5",
"round 1 hero: wait",
"round 1 foe: wait",
"round 2 hero: wait",
"round 2 foe: wait",
"battle over: draw after 2 rounds",
)
assert result.winner is None
for state in eng._states:
assert state.conditions == []
assert state.active_conditions == []