56c8970d5b
Rename _threatened_squares -> threatened_squares and _enemies_threatening -> enemies_threatening (public read-only API for a future LLM policy), and add reachable_ft(state, budget) and movement_cost_ft(state, target) accessors returning movement costs in feet. Pure exposure: no behavior change, resolution engine untouched, goldens bit-identical.
523 lines
20 KiB
Python
523 lines
20 KiB
Python
"""Tests for B5.2: multi-cell occupancy for Large+ creatures.
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Covers:
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- occupied_cells(): Medium -> {pos}, Large -> 4 cells, Huge -> 9 cells
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- build_states: Large in 2x2+ zone; zone too small -> error
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- creature_distance: min distance across occupied cells
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- _threatened_squares: union of per-cell threatened areas for Large
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- Movement: Large moves as footprint; stops at melee range
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- Flanking: mirror cell from any occupied cell grants +2
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- Charge: Large charge ends where footprint fits
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- AoO: leaving threatened footprint cell triggers AoO
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- LoS/cover: best cell of attacker vs target
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- Equivalence: Medium 1x1 unchanged
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"""
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from __future__ import annotations
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import pytest
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from pf1e_simulator.combat import (
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SIZE_CELLS,
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Action,
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CombatantState,
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CombatEngine,
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)
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.los import has_cover, has_line_of_effect
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng
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from pf1e_simulator.runner import EncounterSpec, Side, build_states
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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def make_combatant(
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cid: str,
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*,
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size: str = "Medium",
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reach_ft: int = 5,
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hp: int = 20,
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ac: int = 15,
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attack_bonus: int = 5,
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speed: int = 30,
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weapon_name: str = "short sword",
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) -> Combatant:
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"""Build a single-melee-weapon combatant."""
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attack = AttackSpec(
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id=f"{cid}-w",
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name=weapon_name,
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kind="melee",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
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reach_ft=reach_ft,
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)
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return Combatant(
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id=cid,
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name=cid,
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level=1,
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size=size,
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=12,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=hp,
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ac=ACProfile(total=ac, touch=ac, flat_footed=ac),
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bab=attack_bonus,
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initiative_mod=0,
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speed_land_ft=speed,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[attack],
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)
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def make_state(
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combatant: Combatant, side: str, pos: tuple[int, int]
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) -> CombatantState:
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return CombatantState(
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combatant=combatant, side=side, pos=pos, hp=combatant.hp_max,
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)
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def make_grid(h: int = 10, w: int = 10) -> Grid:
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(
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name="test", terrain=tuple(["." * w] * h), legend=legend,
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)
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return Grid.from_spec(spec)
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def make_wall_grid() -> Grid:
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"""10x10 grid with a wall at column 5 (rows 0-9)."""
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terrain = []
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for _ in range(10):
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row = "." * 5 + "#" + "." * 4
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terrain.append(row)
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legend = {
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".": TerrainType(type="floor", move_cost=1),
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"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
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}
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spec = MapSpec(name="test", terrain=tuple(terrain), legend=legend)
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return Grid.from_spec(spec)
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def make_engine(
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states: list[CombatantState], *, grid: Grid | None = None,
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) -> CombatEngine:
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return CombatEngine(
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ScriptedRng([]), grid or make_grid(), states,
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)
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# ---------------------------------------------------------------------------
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# 1. occupied_cells
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# ---------------------------------------------------------------------------
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class TestOccupiedCells:
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def test_medium_returns_singleton(self) -> None:
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c = make_combatant("m", size="Medium")
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s = make_state(c, "a", (3, 4))
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assert s.occupied_cells() == frozenset({(3, 4)})
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def test_small_returns_singleton(self) -> None:
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c = make_combatant("s", size="Small")
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s = make_state(c, "a", (3, 4))
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assert s.occupied_cells() == frozenset({(3, 4)})
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def test_large_returns_2x2(self) -> None:
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c = make_combatant("l", size="Large")
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s = make_state(c, "a", (3, 4))
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assert s.occupied_cells() == frozenset({
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(3, 4), (3, 5), (4, 4), (4, 5),
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})
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def test_huge_returns_3x3(self) -> None:
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c = make_combatant("h", size="Huge")
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s = make_state(c, "a", (0, 0))
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cells = s.occupied_cells()
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assert len(cells) == 9
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for dr in range(3):
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for dc in range(3):
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assert (dr, dc) in cells
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def test_unknown_size_returns_singleton(self) -> None:
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c = make_combatant("u", size="Weird")
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s = make_state(c, "a", (2, 2))
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assert s.occupied_cells() == frozenset({(2, 2)})
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def test_size_cells_table(self) -> None:
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assert SIZE_CELLS["Small"] == 1
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assert SIZE_CELLS["Medium"] == 1
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assert SIZE_CELLS["Large"] == 2
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assert SIZE_CELLS["Huge"] == 3
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assert SIZE_CELLS["Gargantuan"] == 4
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assert SIZE_CELLS["Colossal"] == 6
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# ---------------------------------------------------------------------------
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# 2. build_states placement
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# ---------------------------------------------------------------------------
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class TestBuildStatesLarge:
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def test_large_in_zone_2x2(self) -> None:
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"""A Large creature placed in a zone cell occupies 2x2 from that anchor."""
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spec = EncounterSpec(
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map=MapSpec(
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name="t",
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terrain=tuple(["...."] * 4),
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legend={".": TerrainType(type="floor", move_cost=1)},
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zones=tuple(["AAAA"] * 4),
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deployment={"p": "A"},
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),
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sides=(Side(name="p", combatants=(make_combatant("g", size="Large"),), zone="A"),),
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)
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states = build_states(spec)
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assert len(states) == 1
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assert states[0].occupied_cells() == frozenset({
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(0, 0), (0, 1), (1, 0), (1, 1),
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})
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def test_zone_too_small_for_large_raises(self) -> None:
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"""A zone with only 1 cell can't hold a Large creature's 2x2 footprint."""
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spec = EncounterSpec(
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map=MapSpec(
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name="t",
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terrain=(".",),
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legend={".": TerrainType(type="floor", move_cost=1)},
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zones=("A",),
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deployment={"p": "A"},
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),
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sides=(Side(name="p", combatants=(make_combatant("g", size="Large"),), zone="A"),),
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)
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with pytest.raises(ValueError, match="zone"):
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build_states(spec)
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# ---------------------------------------------------------------------------
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# 3. creature_distance
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# ---------------------------------------------------------------------------
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class TestCreatureDistance:
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def test_medium_to_medium(self) -> None:
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a = make_state(make_combatant("a"), "p", (0, 0))
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b = make_state(make_combatant("b"), "e", (3, 4))
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engine = make_engine([a, b])
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assert engine.creature_distance(a, b) == 5 # 5-10-5 diagonal
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def test_large_to_medium_adjacent(self) -> None:
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"""Large at (0,0) occupies (0,0)(0,1)(1,0)(1,1).
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Medium at (1,2): distance from any Large cell = min 1.
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"""
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a = make_state(make_combatant("a", size="Large"), "p", (0, 0))
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b = make_state(make_combatant("b"), "e", (1, 2))
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engine = make_engine([a, b])
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assert engine.creature_distance(a, b) == 1
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def test_large_to_medium_diagonal_touches_at_dist_1(self) -> None:
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"""Large at (0,0) has cell (1,1).
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Medium at (2,2): dist from (1,1) to (2,2) = 1 diagonal.
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"""
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a = make_state(make_combatant("a", size="Large"), "p", (0, 0))
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b = make_state(make_combatant("b"), "e", (2, 2))
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engine = make_engine([a, b])
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assert engine.creature_distance(a, b) == 1
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def test_large_to_large(self) -> None:
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"""Two Large creatures at (0,0) and (5,5)."""
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a = make_state(make_combatant("a", size="Large"), "p", (0, 0))
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b = make_state(make_combatant("b", size="Large"), "e", (5, 5))
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engine = make_engine([a, b])
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# min dist from (1,1) to (5,5): d_row=4, d_col=4, max+min//2=4+2=6
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# min dist from (0,0) to (5,5): same 6
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# min dist from (0,1) to (5,5): 4+2=6
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# min dist from (1,0) to (5,5): 4+2=6
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assert engine.creature_distance(a, b) == 6
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# ---------------------------------------------------------------------------
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# 4. Threatened squares for Large
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# ---------------------------------------------------------------------------
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class TestThreatenedSquaresLarge:
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def test_large_sword_threatens_union_of_2x2_cells(self) -> None:
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"""A Large creature at (2,2) with a 5ft sword has natural reach 10ft (2 cells).
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Each of the 4 occupied cells radiates a disk of radius 2.
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"""
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giant = make_combatant("g", size="Large")
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state = make_state(giant, "p", (2, 2))
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engine = make_engine([state])
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threatened = engine.threatened_squares(state)
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# Must contain cells adjacent to any of the 4 occupied cells
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# e.g. (0,2) is at distance 2 from (2,2), should be in
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assert (0, 2) in threatened
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# (1,2) is adjacent to (2,2) -> at distance 1 from (2,2), inside disk(2)
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assert (1, 2) in threatened
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# (5,5) should be too far
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assert (5, 5) not in threatened
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def test_large_reach_weapon_threatens_union_of_rings(self) -> None:
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"""A Large at (2,2) with a reach weapon (10ft) threatens ring(2) from each cell."""
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spear = AttackSpec(
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id="spear", name="longspear", kind="melee",
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attack_bonus=5,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
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reach_ft=10,
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)
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combatant = Combatant(
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id="g", name="g", level=1, size="Large",
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=12,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=20,
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ac=ACProfile(total=15, touch=15, flat_footed=15),
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bab=5, initiative_mod=0, speed_land_ft=30,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[spear],
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)
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state = make_state(combatant, "p", (2, 2))
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engine = make_engine([state])
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threatened = engine.threatened_squares(state)
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# Ring at distance 2 from each occupied cell is included
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# (2,2) ring(2) includes (0,2) etc.
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# (3,3) ring(2) includes (1,3), (5,3), (3,1), (3,5) etc.
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assert (1, 3) in threatened
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assert (3, 5) in threatened
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# ---------------------------------------------------------------------------
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# 5. Movement: Large moves as footprint
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# ---------------------------------------------------------------------------
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def _move_policy(
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engine: CombatEngine, state: CombatantState,
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) -> tuple[Action, ...]:
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return (Action(kind="move", target_id="d"),)
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class TestLargeMovement:
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def test_large_can_move_and_all_cells_update(self) -> None:
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"""A Large creature moves; all 4 cells of the footprint shift."""
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giant = make_combatant("g", size="Large", speed=30)
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g_state = make_state(giant, "p", (0, 0))
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dest = make_combatant("d", hp=100)
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d_state = make_state(dest, "e", (5, 5))
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states = [g_state, d_state]
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engine = CombatEngine(
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ScriptedRng([20, 1]), make_grid(), states,
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round_cap=1, policy=_move_policy,
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)
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engine.run()
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# Giant moved from (0,0) toward (5,5)
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old_cells = frozenset({(0, 0), (0, 1), (1, 0), (1, 1)})
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assert g_state.pos != (0, 0) or g_state.occupied_cells() != old_cells
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def test_large_cannot_pass_through_wall(self) -> None:
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"""A Large creature at (0,0) cannot move right because wall at col 5
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blocks some cells of its footprint."""
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giant = make_combatant("g", size="Large", speed=30)
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g_state = make_state(giant, "p", (0, 3))
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dest = make_combatant("d", hp=100)
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d_state = make_state(dest, "e", (0, 9))
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grid = make_wall_grid()
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states = [g_state, d_state]
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engine = CombatEngine(
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ScriptedRng([20, 1]), grid, states,
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round_cap=1, policy=_move_policy,
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)
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engine.run()
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# Cannot move right past column 5 (wall blocks cells (0,5), (1,5))
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# Should stay near start or move in a direction that doesn't cross wall
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cells = g_state.occupied_cells()
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for cell in cells:
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assert grid.passable(cell)
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# ---------------------------------------------------------------------------
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# 6. Flanking: mirror from any occupied cell
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# ---------------------------------------------------------------------------
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class TestFlankingLarge:
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def test_ally_on_mirror_of_occupied_cell_grants_flank(self) -> None:
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"""Ally on the mirror position of one of the Large's occupied cells grants +2."""
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giant = make_combatant("g", size="Large")
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attacker = make_state(giant, "p", (3, 3))
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target = make_combatant("t")
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t_state = make_state(target, "e", (3, 5))
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# Giant occupies (3,3),(3,4),(4,3),(4,4)
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# Mirror of (4,4) through target (3,5): 2*3-4=2, 2*5-4=6 -> (2,6)
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ally = make_combatant("a")
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a_state = make_state(ally, "p", (2, 6))
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engine = make_engine([attacker, t_state, a_state])
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assert engine._flanking_bonus(attacker, t_state) == 2
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# ---------------------------------------------------------------------------
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# 7. Charge: Large charge ends where footprint fits
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# ---------------------------------------------------------------------------
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def _charge_policy(
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engine: CombatEngine, state: CombatantState,
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) -> tuple[Action, ...]:
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return (Action(kind="charge", target_id="d"),)
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class TestLargeCharge:
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def test_large_can_charge_and_footprint_fits(self) -> None:
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"""A Large creature charges and its 2x2 footprint is free at the endpoint."""
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giant = make_combatant("g", size="Large", speed=30)
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g_state = make_state(giant, "p", (0, 0))
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dest = make_combatant("d", hp=100, speed=0)
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d_state = make_state(dest, "e", (5, 5))
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states = [g_state, d_state]
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engine = CombatEngine(
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ScriptedRng([20, 10, 20, 10, 10]), make_grid(), states,
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round_cap=1, policy=_charge_policy,
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)
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engine.run()
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# After charging, the footprint should be somewhere reachable
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assert g_state.active
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for cell in g_state.occupied_cells():
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assert make_grid().passable(cell)
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# ---------------------------------------------------------------------------
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# 8. AoO: leaving threatened footprint cell
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# ---------------------------------------------------------------------------
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class TestLargeAoO:
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def test_aoo_when_large_leaves_threatened_cell(self) -> None:
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"""When a Large creature moves away, enemies threatening its footprint
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get AoOs."""
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giant = make_combatant("g", size="Large", speed=30, hp=30, ac=12)
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g_state = make_state(giant, "p", (3, 3))
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# enemy with reach weapon at (3,6) — threatens ring(2) = dist 2 from (3,6)
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# (3,4) is at dist 2 from (3,6), so it's in the threatened zone
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enemy = make_combatant("e", reach_ft=10, hp=100, speed=0)
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e_state = make_state(enemy, "m", (3, 6))
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dest = make_combatant("d", hp=100, speed=0)
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d_state = make_state(dest, "e", (0, 0))
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states = [g_state, e_state, d_state]
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def policy(eng: CombatEngine, st: CombatantState) -> tuple[Action, ...]:
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if st is g_state:
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return (Action(kind="move", target_id="d"),)
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return ()
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engine = CombatEngine(
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ScriptedRng([20, 10, 10, 15, 5] * 10), make_grid(), states,
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round_cap=1, policy=policy,
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)
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result = engine.run()
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# The transcript should show an AoO
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aoo_lines = [line for line in result.transcript if "AoO" in line]
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# At least one AoO should be generated (enemy threatens (3,4))
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assert len(aoo_lines) >= 1
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# ---------------------------------------------------------------------------
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# 9. LoS/cover from best cell of Large
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# ---------------------------------------------------------------------------
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class TestLoSLarge:
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def test_los_from_best_cell(self) -> None:
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"""A Large creature behind a wall can see the target if any cell has LoE."""
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grid = make_wall_grid()
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# Large at (3,3) occupies (3,3)(3,4)(4,3)(4,4)
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# Wall at column 5
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# (3,4) and (4,4) are right next to the wall but still on left side
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# Target at (3,6) is on the right side of wall
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# From (3,4) corner to (3,6) corner: must cross wall at col 5
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# No cell of the Large has LoE through the wall to the other side
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# This verifies that large doesn't magically see through walls
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giant = make_combatant("g", size="Large")
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g_state = make_state(giant, "p", (3, 0))
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target = make_combatant("t")
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t_state = make_state(target, "e", (3, 7))
|
|
|
|
# No LoE because wall at col 5 blocks all paths
|
|
assert not has_line_of_effect(grid, g_state.pos, t_state.pos)
|
|
|
|
# But from (3,0) to (3,4) which is before the wall: LoE exists
|
|
assert has_line_of_effect(grid, (3, 0), (3, 4))
|
|
|
|
def test_cover_from_best_cell_large(self) -> None:
|
|
"""A Large creature's cover check uses the attacker's cells."""
|
|
grid = make_grid()
|
|
# Large at (3,3), target at (3,5), with a blocking creature at (3,4)
|
|
occupied = frozenset({(3, 4)})
|
|
# From any cell of the Large, the creature at (3,4) blocks
|
|
# The best attacker corner might still find a path around
|
|
# This is a basic smoke test that cover still works with occupied sets
|
|
result = has_cover(
|
|
grid, (3, 3), (3, 5), ranged=True, occupied=occupied,
|
|
)
|
|
# With a creature directly between, should get cover
|
|
assert result is True
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# 10. Equivalence: Medium is 1x1 unchanged
|
|
# ---------------------------------------------------------------------------
|
|
|
|
class TestMediumEquivalence:
|
|
def test_medium_occupied_cells_is_pos(self) -> None:
|
|
c = make_combatant("m", size="Medium")
|
|
s = make_state(c, "a", (5, 5))
|
|
assert s.occupied_cells() == frozenset({(5, 5)})
|
|
|
|
def test_medium_distance_matches_grid(self) -> None:
|
|
a = make_state(make_combatant("a"), "p", (0, 0))
|
|
b = make_state(make_combatant("b"), "e", (3, 4))
|
|
engine = make_engine([a, b])
|
|
assert engine.creature_distance(a, b) == engine._grid.distance(a.pos, b.pos)
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# 11. Summon spawn: Large summoned creature finds free footprint
|
|
# ---------------------------------------------------------------------------
|
|
|
|
class TestSummonLarge:
|
|
def test_summon_large_needs_free_footprint(self) -> None:
|
|
"""A Large summoned creature needs a 2x2 free area near the caster."""
|
|
# This is a structural test - we verify the spawn logic exists
|
|
# by checking the summon function handles footprint
|
|
giant = make_combatant("g", size="Large")
|
|
g_state = make_state(giant, "p", (5, 5))
|
|
make_engine([g_state])
|
|
# Verify SIZE_CELLS is accessible
|
|
assert SIZE_CELLS.get("Large") == 2
|
|
|
|
|
|
# ---------------------------------------------------------------------------
|
|
# 12. Bull rush: Large target pushed with footprint
|
|
# ---------------------------------------------------------------------------
|
|
|
|
class TestBullRushLarge:
|
|
def test_bull_rush_pushes_footprint(self) -> None:
|
|
"""Bull rush on a Large target moves the anchor and all cells follow."""
|
|
attacker = make_combatant("a", speed=0)
|
|
a_state = make_state(attacker, "p", (3, 1))
|
|
target = make_combatant("t", size="Large", speed=0)
|
|
t_state = make_state(target, "e", (3, 3))
|
|
engine = make_engine([a_state, t_state])
|
|
# Push direction: away from attacker (3,1) -> (3,3) means push right
|
|
result = engine._bull_rush_push(a_state, t_state)
|
|
if result:
|
|
# Target moved 1 cell right
|
|
assert t_state.pos == (3, 4)
|
|
assert t_state.occupied_cells() == frozenset({
|
|
(3, 4), (3, 5), (4, 4), (4, 5),
|
|
})
|