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pf1e-simulator/tests/test_retrieve_weapon.py
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ctan 25149c64ba fix(rules): allow a free weapon draw with a move at BAB +1
SRD 'Move Actions': 'If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.' _filter_turn_actions computes free_draw (BAB >= 1 AND a move action in the turn sequence) and threads it through _effective_slot/_action_economy_filter/_staggered_filter: retrieve_weapon then occupies the free slot instead of the move slot. Static classification stays 'move' (repair_weapon and no-move draws unchanged). Filter-level and engine-level (BAB +2 vs BAB 0) tests added.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 14:35:42 +02:00

218 lines
7.9 KiB
Python

"""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 rendered unusable in ``state.weapon_stolen``. The weapon is removed
from ``state.weapon_stolen`` and becomes usable again via ``usable_attacks()``.
(The steal maneuver no longer fills this set: APG Steal forbids taking wielded
weapons.)
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))
# The steal maneuver no longer takes wielded weapons (APG Steal), so the
# stolen state is set directly — retrieve_weapon is the mechanism under
# test here.
b.weapon_stolen.add("b-w")
engine = make_engine([], [a, b])
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: steal leaves wielded weapons; retrieve restores a stolen id -----
def test_steal_then_retrieve_restores_weapon() -> None:
# APG Steal: a wielded weapon cannot be taken — the maneuver provokes,
# succeeds, and steals nothing; the owner keeps swinging. A weapon that IS
# stolen (model state set directly) is restored by retrieve_weapon.
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 not b.weapon_stolen
assert engine.weapon_for(b, a) is not None
b.weapon_stolen.add("b-w")
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()
# --- Test 6: free draw combined with a move at BAB +1 ------------------------
def _move_retrieve_attack_run(bab: int) -> CombatEngine:
a_spec = make_combatant("a", attack_bonus=bab)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 4))
a.weapon_stolen.add("a-w")
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "a":
return (
Action(kind="move", target_id="b"),
Action(kind="retrieve_weapon", weapon_id="a-w"),
Action(kind="attack", target_id="b"),
)
return (Action(kind="wait"),)
engine = CombatEngine(
ScriptedRng([10, 5, 10, 3]), make_grid(), [a, b], policy=policy, round_cap=1
)
engine.run()
return engine
def test_bab_plus1_draws_for_free_and_still_attacks() -> None:
# SRD "Move Actions": "If you have a base attack bonus of +1 or higher,
# you may draw a weapon as a free action combined with a regular move."
# Given: a BAB +2 combatant whose turn sequence is (move, retrieve, attack)
# When: the turn runs
# Then: all three actions execute — the draw rides the move for free and
# the standard attack still happens.
engine = _move_retrieve_attack_run(bab=2)
a = engine._states[0]
assert not a.weapon_stolen
kinds = [(r.kind, r.ok) for r in a.last_action_results]
assert ("move", True) in kinds
assert ("retrieve_weapon", True) in kinds
assert ("attack", True) in kinds
assert any(" vs b " in line for line in engine._transcript)
def test_bab_zero_draw_still_costs_the_standard_slot() -> None:
# Given: the same sequence but BAB 0 — the draw is a move action, which
# converts the standard slot, leaving nothing for the attack.
# Then: the attack is downgraded out.
engine = _move_retrieve_attack_run(bab=0)
a = engine._states[0]
assert not a.weapon_stolen
assert any(
r.kind == "attack" and r.reason == "downgraded:action_economy"
for r in a.last_action_results
)