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pf1e-simulator/tests/test_maneuvers.py
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ctan 47010c6e00 fix(rules): use Dexterity for the CMB of Tiny and smaller creatures
PF1e (SRD Combat Maneuvers): "Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB." _maneuver_cmb now swaps Str for Dex when the size is Tiny, Diminutive or Fine. True 0-reach and co-occupancy for Tiny-or-smaller stay unmodelled (5-ft grid abstraction), documented in the README.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 08:44:44 +02:00

303 lines
11 KiB
Python

"""Tests for combat maneuvers, focused on the sunder result.
A successful sunder damages the defender's WEAPON, never its HP. Repeated
sunders can destroy the weapon, after which the defender can no longer use
it (effectively disarmed). See the plan task-12.
"""
from __future__ import annotations
from pf1e_simulator.combat import _SIZE_MODIFIERS, CombatantState, CombatEngine
from pf1e_simulator.conditions import CONDITIONS_BY_NAME
from pf1e_simulator.effects import ActiveCondition
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
SkillRank,
)
from pf1e_simulator.rng import ScriptedRng
def make_combatant(
cid: str, *, attack_bonus: int = 2, weapon_name: str = "sword"
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name=weapon_name,
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:
# A maneuver provokes an AoO from the (threatening) target BEFORE the CMB
# check (B13 conformance): scripted queues carry a leading natural 1 so
# the provoking attack always misses.
return CombatEngine(ScriptedRng(queue), make_grid(), states)
def test_sunder_damages_weapon_not_hp() -> 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))
hp_before = b.hp
engine = make_engine([1, 12], [a, b])
engine._execute_maneuver(a, b, "sunder")
assert b.hp == hp_before
assert b.weapon_damage["b-w"] == 2
assert "b-w" not in b.weapon_broken
def test_sunder_destroys_weapon_and_disarms() -> 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))
# Only the first sunder provokes: b's per-round AoO allowance is spent.
engine = make_engine([1, 12, 12, 12, 12, 12], [a, b])
for _ in range(5):
engine._execute_maneuver(a, b, "sunder")
assert b.hp == 6
assert "b-w" in b.weapon_broken
assert engine.weapon_for(b, a) is None
assert any(c.condition.name == "disarmed" for c in b.active_conditions)
def test_escape_from_grapple_consumes_single_d20() -> None:
a_spec = make_combatant("a", attack_bonus=2).model_copy(
update={"skills": {"escape_artist": SkillRank(rank=10)}}
)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
a.active_conditions.append(
ActiveCondition(
condition=CONDITIONS_BY_NAME["grappled"],
rounds_left=1,
source="test",
)
)
a.grappled_with = b_spec.id
engine = make_engine([20], [a, b])
engine._maneuver_escape(a, b)
assert not engine._rng._queue
assert a.grappled_with is None
assert not any(c.condition.name == "grappled" for c in a.active_conditions)
def test_overrun_knocks_prone_and_moves_through() -> None:
# d20=15+2=17 vs CMD 12: margin 5 -> prone AND moved through (CRB
# "Overrun": prone only when the attack exceeds CMD by 5 or more).
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, 15], [a, b])
engine._execute_maneuver(a, b, "overrun")
prone = next(c for c in b.active_conditions if c.condition.name == "prone")
assert prone.rounds_left == 1
assert prone.source == "maneuver: overrun"
assert a.pos == (1, 3)
def test_overrun_small_margin_moves_through_without_prone() -> None:
# d20=14+2=16 vs CMD 12: margin 4 -> plain success: moved through,
# NOT prone (CRB "Overrun").
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, 14], [a, b])
engine._execute_maneuver(a, b, "overrun")
assert not any(c.condition.name == "prone" for c in b.active_conditions)
assert a.pos == (1, 3)
assert "SUCCESS (moved through)" in engine._transcript[-1]
assert "prone" not in engine._transcript[-1]
def test_overrun_prone_but_no_space() -> None:
# d20=15+2=17 vs CMD 12: margin 5 -> prone; the beyond cell is occupied,
# so no move-through.
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
c_spec = make_combatant("c")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
c = make_state(c_spec, "monsters", (1, 3))
engine = make_engine([1, 15], [a, b, c])
engine._execute_maneuver(a, b, "overrun")
assert any(cond.condition.name == "prone" for cond in b.active_conditions)
assert a.pos == (1, 1)
assert "SUCCESS (prone)" in engine._transcript[-1]
assert "moved through" not in engine._transcript[-1]
def test_dirty_trick_dazzles() -> 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_maneuver(a, b, "dirty_trick")
dazzled = next(c for c in b.active_conditions if c.condition.name == "dazzled")
assert dazzled.rounds_left == 1
assert dazzled.source == "maneuver: dirty trick"
def test_dirty_trick_fails_on_natural_1() -> 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, 1], [a, b])
engine._execute_maneuver(a, b, "dirty_trick")
assert not any(c.condition.name == "dazzled" for c in b.active_conditions)
assert not any(c.condition.name == "prone" for c in b.active_conditions)
assert engine._transcript[-1].endswith("-> FAILED")
def test_steal_takes_melee_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))
hp_before = b.hp
engine = make_engine([1, 12], [a, b])
engine._execute_maneuver(a, b, "steal")
assert "b-w" in b.weapon_stolen
assert engine.weapon_for(b, a) is None
assert b.hp == hp_before
def test_steal_nothing_to_steal() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b").model_copy(update={"attacks": []})
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12], [a, b])
engine._execute_maneuver(a, b, "steal")
assert not b.weapon_stolen
assert "nothing to steal" in engine._transcript[-1]
def test_reposition_moves_to_first_free_neighbor() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
c_spec = make_combatant("c")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
c = make_state(c_spec, "monsters", (1, 3))
engine = make_engine([1, 12], [a, b, c])
engine._execute_maneuver(a, b, "reposition")
assert b.pos == (0, 1)
assert c.pos == (1, 3)
def test_reposition_no_space() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
blocker_positions = [(0, 0), (0, 1), (0, 2), (1, 0), (1, 2), (2, 0), (2, 2)]
blockers = [
make_state(make_combatant(f"c{idx}"), "monsters", pos)
for idx, pos in enumerate(blocker_positions)
]
a = make_state(a_spec, "players", (2, 1))
b = make_state(b_spec, "monsters", (1, 1))
engine = make_engine([1, 12], [a, b, *blockers])
engine._execute_maneuver(a, b, "reposition")
assert b.pos == (1, 1)
assert "no space" in engine._transcript[-1]
def test_drag_moves_pair_together() -> 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_maneuver(a, b, "drag")
assert b.pos == (1, 3)
assert a.pos == (1, 2)
def test_drag_no_space() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
c_spec = make_combatant("c")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
c = make_state(c_spec, "monsters", (1, 3))
engine = make_engine([1, 12], [a, b, c])
engine._execute_maneuver(a, b, "drag")
assert b.pos == (1, 2)
assert a.pos == (1, 1)
assert "no space" in engine._transcript[-1]
def _resized(spec: Combatant, size: str, str_score: int, dex_score: int) -> Combatant:
return spec.model_copy(
update={
"size": size,
"abilities": spec.abilities.model_copy(
update={"str_score": str_score, "dex_score": dex_score}
),
}
)
def test_tiny_or_smaller_cmb_uses_dexterity() -> None:
# SRD Combat Maneuvers: "Creatures that are size Tiny or smaller use
# their Dexterity modifier in place of their Strength modifier to
# determine their CMB." Tiny: str -1, dex +4, bab 2, size -2 -> 2+4-2.
engine = make_engine([], [])
for size in ("Tiny", "Diminutive", "Fine"):
tiny = make_state(_resized(make_combatant("t"), size, 8, 18), "p", (0, 0))
expected = 2 + 4 + _SIZE_MODIFIERS[size.lower()]
assert engine._maneuver_cmb(tiny) == expected
def test_small_or_larger_cmb_uses_strength() -> None:
# The Dex substitution stops at Tiny: Small and larger use Strength.
engine = make_engine([], [])
small = make_state(_resized(make_combatant("s"), "Small", 8, 18), "p", (0, 0))
medium = make_state(_resized(make_combatant("m"), "Medium", 8, 18), "p", (0, 1))
assert engine._maneuver_cmb(small) == 2 - 1 - 1 # bab + str + size
assert engine._maneuver_cmb(medium) == 2 - 1 + 0 # bab + str + size