Files
pf1e-simulator/tests/test_repair_weapon.py
T
ctan 74f5d64c43 feat(rules): sunder deals real weapon damage vs object hardness/hp; broken weapons usable at -2 with restricted crits
SRD Sunder + CRB 'Smashing an Object' / 'Conditions - Broken': weapons
carry Table 7-12 object stats (AttackSpec.hardness/hit_points/enhancement,
defaults by weapon class); a successful sunder deals the attacker's actual
physical weapon damage minus the target weapon's hardness, subtracted from
its hp. At <= half hp the weapon gains the broken condition - still usable
at -2 attack/damage, crits only on a natural 20 at x2. At <= 0 it is
destroyed (weapon_destroyed, unusable). The old flat str_mod+2 / durability
10 / synthetic 'disarmed' condition is gone. Firearm misfire carve-out kept
(broken firearms stay unusable until Quick Clear - misfire escalation not
modeled, documented).
2026-09-20 15:43:45 +02:00

211 lines
7.3 KiB
Python

"""Tests for the ``repair_weapon`` action (repairing a broken weapon).
L8 of the ``llm-policy-contract`` plan: ``Action`` gains a ``repair_weapon``
kind (reusing the existing ``weapon_id`` field) so a policy can restore a
weapon that a sunder maneuver broke. The weapon is removed from
``state.weapon_broken``, its accumulated damage is reset, and the weapon is
fully usable again via ``usable_attacks()``. A weapon DESTROYED by a sunder
(hp <= 0) cannot be repaired.
No default policy emits ``repair_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 _soft_sword_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
"""Combatant with a authored soft sword (hardness 0, 10 hp) so one
scripted 1d4+3 sunder breaks it."""
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
hardness=0,
hit_points=10,
)
return make_combatant(cid, attack_bonus=attack_bonus).model_copy(
update={"attacks": [attack]}
)
def _heavy_striker(cid: str) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=2,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
damage_bonus=3,
)
return make_combatant(cid, attack_bonus=2).model_copy(
update={"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: repair restores a broken weapon ---------------------------------
def test_repair_restores_broken_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))
b.weapon_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert not b.weapon_broken
assert not b.weapon_damage
assert "b-w" in _weapon_ids(b)
assert "repair b-w (restored)" in engine._transcript[-1]
# --- Test 2: weapon_id=None -> nothing to repair, state unchanged ------------
def test_repair_none_logs_nothing_to_repair() -> 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_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon"))
assert "nothing to repair" in engine._transcript[-1]
assert b.weapon_broken == {"b-w"}
assert b.weapon_damage == {"b-w": 10}
# --- Test 3: id never damaged -> log, state unchanged ------------------------
def test_repair_unknown_id_logs_nothing_to_repair() -> 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([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert "nothing to repair" in engine._transcript[-1]
assert not b.weapon_broken
assert not b.weapon_damage
# --- Test 4: real sunder then repair restores the weapon ---------------------
def test_sunder_then_repair_restores_weapon() -> None:
# a's 1d4+3 (scripted 4+3=7) vs b's soft sword (hardness 0, 10 hp):
# 3 hp left <= half -> broken (still usable at -2, CRB "Broken"); the
# repair action resets the damage and clears the condition.
a = make_state(_heavy_striker("a"), "players", (1, 1))
b = make_state(_soft_sword_combatant("b"), "monsters", (1, 2))
engine = make_engine([1, 12, 4], [a, b])
engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="sunder"))
assert "b-w" in b.weapon_broken
assert "b-w" in _weapon_ids(b)
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert not b.weapon_broken
assert not b.weapon_damage
assert "b-w" in _weapon_ids(b)
assert "repair b-w (restored)" in engine._transcript[-1]
# --- Test 4b: a destroyed weapon cannot be repaired --------------------------
def test_repair_destroyed_weapon_is_refused() -> None:
# CRB "Smashing an Object": hp <= 0 is "ruined" — repair_weapon is a
# no-op on destroyed weapons.
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_damage = {"b-w": 10}
b.weapon_destroyed.add("b-w")
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert "b-w" in b.weapon_destroyed
assert b.weapon_damage == {"b-w": 10}
assert "weapon destroyed" in engine._transcript[-1]
# --- Test 5: determinism -----------------------------------------------------
def _run_with_repair() -> 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_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "b":
return (Action(kind="repair_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_repair() == _run_with_repair()