5a848fd07c
PF1e (SRD Combat Maneuvers): CMD = 10 + BAB + Strength modifier + Dexterity modifier + special size modifier. The Tiny-or-smaller Dex-for-Str substitution is CMB-only, but _maneuver_cmd reused _maneuver_cmb for the base, so Tiny/Diminutive/Fine creatures got 10 + BAB + 2xDex + size and dropped Strength (live bug on the Tiny PC ierlieth). The CMD base is now computed with str_mod directly; CMB keeps its substitution. Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
540 lines
22 KiB
Python
540 lines
22 KiB
Python
"""Tests for combat maneuvers, focused on the sunder result.
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A successful sunder damages the defender's WEAPON, never its HP. Repeated
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sunders can destroy the weapon, after which the defender can no longer use
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it (effectively disarmed). See the plan task-12.
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import _SIZE_MODIFIERS, CombatantState, CombatEngine
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from pf1e_simulator.conditions import CONDITIONS_BY_NAME
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from pf1e_simulator.effects import ActiveBuff, ActiveCondition, StatModifier
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from pf1e_simulator.grid import Grid
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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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SkillRank,
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)
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from pf1e_simulator.rng import ScriptedRng
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def make_combatant(
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cid: str, *, attack_bonus: int = 2, weapon_name: str = "sword"
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) -> 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="1d4", types=["slashing"])],
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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="Medium",
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=10,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=6,
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ac=ACProfile(total=13, touch=13, flat_footed=13),
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bab=attack_bonus,
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initiative_mod=0,
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speed_land_ft=30,
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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(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
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return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
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def make_grid() -> Grid:
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
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return Grid.from_spec(spec)
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def make_engine(
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queue: list[int], states: list[CombatantState]
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) -> CombatEngine:
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# A maneuver provokes an AoO from the (threatening) target BEFORE the CMB
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# check (B13 conformance): scripted queues carry a leading natural 1 so
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# the provoking attack always misses.
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return CombatEngine(ScriptedRng(queue), make_grid(), states)
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def test_sunder_damages_weapon_not_hp() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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hp_before = b.hp
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engine = make_engine([1, 12], [a, b])
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engine._execute_maneuver(a, b, "sunder")
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assert b.hp == hp_before
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assert b.weapon_damage["b-w"] == 2
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assert "b-w" not in b.weapon_broken
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def test_sunder_destroys_weapon_and_disarms() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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# Only the first sunder provokes: b's per-round AoO allowance is spent.
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engine = make_engine([1, 12, 12, 12, 12, 12], [a, b])
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for _ in range(5):
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engine._execute_maneuver(a, b, "sunder")
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assert b.hp == 6
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assert "b-w" in b.weapon_broken
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assert engine.weapon_for(b, a) is None
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assert any(c.condition.name == "disarmed" for c in b.active_conditions)
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def test_escape_from_grapple_consumes_single_d20() -> None:
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a_spec = make_combatant("a", attack_bonus=2).model_copy(
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update={"skills": {"escape_artist": SkillRank(rank=10)}}
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)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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a.active_conditions.append(
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ActiveCondition(
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condition=CONDITIONS_BY_NAME["grappled"],
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rounds_left=1,
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source="test",
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)
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)
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a.grappled_with = b_spec.id
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engine = make_engine([20], [a, b])
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engine._maneuver_escape(a, b)
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assert not engine._rng._queue
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assert a.grappled_with is None
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assert not any(c.condition.name == "grappled" for c in a.active_conditions)
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def _grappled_by(a: CombatantState, b: CombatantState) -> None:
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a.active_conditions.append(
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ActiveCondition(
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condition=CONDITIONS_BY_NAME["grappled"],
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rounds_left=1,
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source="test",
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)
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)
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a.grappled_with = b.combatant.id
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def test_escape_natural_20_auto_succeeds_below_cmd() -> None:
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# SRD Combat Maneuvers: "Rolling a natural 20 while attempting a combat
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# maneuver is always a success (except when attempting to escape from
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# bonds)" — a grapple is not bonds. Escape bonus 2, b CMD 30 (bab 20):
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# 20+2=22 < 30, so only the natural-20 rule can succeed this.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b", attack_bonus=20), "monsters", (1, 2))
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_grappled_by(a, b)
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engine = make_engine([20], [a, b])
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engine._maneuver_escape(a, b)
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assert a.grappled_with is None
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assert not any(c.condition.name == "grappled" for c in a.active_conditions)
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def test_escape_natural_1_still_fails_above_cmd() -> None:
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# Natural 1 stays an automatic failure even when the total clears CMD:
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# escape_artist rank 20 (+3 class) gives bonus 23 vs CMD 12.
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a_spec = make_combatant("a", attack_bonus=2).model_copy(
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update={"skills": {"escape_artist": SkillRank(rank=20, class_skill=True)}}
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)
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(make_combatant("b"), "monsters", (1, 2))
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_grappled_by(a, b)
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engine = make_engine([1], [a, b])
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engine._maneuver_escape(a, b)
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assert a.grappled_with == b.combatant.id
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assert any(c.condition.name == "grappled" for c in a.active_conditions)
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def test_bull_rush_push_scales_with_margin() -> None:
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# SRD Bull Rush: "For every 5 by which your attack exceeds your
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# opponent's CMD you can push the target back an additional 5 feet."
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# d20=20+2=22 vs CMD 12: margin 10 -> push 1 + 10//5 = 3 cells.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b"), "monsters", (1, 2))
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engine = make_engine([1, 20], [a, b])
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engine._execute_maneuver(a, b, "bull_rush")
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assert b.pos == (1, 5)
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def test_bull_rush_push_stops_at_obstacle() -> None:
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# Same margin 10 (3 cells) but a creature blocks (1, 4): the push moves
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# b two cells and stops.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b"), "monsters", (1, 2))
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c = make_state(make_combatant("c"), "monsters", (1, 4))
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engine = make_engine([1, 20], [a, b, c])
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engine._execute_maneuver(a, b, "bull_rush")
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assert b.pos == (1, 3)
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def test_bull_rush_natural_20_below_cmd_pushes_one_cell() -> None:
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# Natural 20 auto-succeeds even below CMD (bab 20 foe: CMD 30, total 22):
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# the margin floors at 0, so only the base 5 ft push applies.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b", attack_bonus=20), "monsters", (1, 2))
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engine = make_engine([1, 20], [a, b])
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engine._execute_maneuver(a, b, "bull_rush")
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assert b.pos == (1, 3)
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def test_trip_fails_by_10_knocks_attacker_prone() -> None:
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# SRD Trip: "If your attack fails by 10 or more, you are knocked prone
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# instead." b CMD 30 (bab 20); a total 10+2=12 fails by 18.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b", attack_bonus=20), "monsters", (1, 2))
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engine = make_engine([1, 10], [a, b])
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engine._execute_maneuver(a, b, "trip")
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assert not any(c.condition.name == "prone" for c in b.active_conditions)
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prone = next(c for c in a.active_conditions if c.condition.name == "prone")
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assert prone.source == "maneuver: trip retaliation"
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def test_trip_fails_by_less_than_10_attacker_stands() -> None:
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# a total 19+2=21 vs CMD 30 fails by 9 — no retaliation.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b", attack_bonus=20), "monsters", (1, 2))
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engine = make_engine([1, 19], [a, b])
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engine._execute_maneuver(a, b, "trip")
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assert not any(c.condition.name == "prone" for c in a.active_conditions)
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def test_overrun_fail_stops_in_front_of_target() -> None:
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# SRD Overrun: "If your overrun attempt fails, you stop in the space
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# directly in front of the opponent." a at (1,0), b at (1,3): the failed
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# attempt parks a on (1,2), the cell in front of b. a is not threatened
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# from (1,0), so no AoO roll is consumed: the single d20 is the maneuver.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 0))
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b = make_state(make_combatant("b"), "monsters", (1, 3))
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engine = make_engine([5], [a, b])
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engine._execute_maneuver(a, b, "overrun")
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assert a.pos == (1, 2)
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def test_overrun_fail_nearest_open_when_front_occupied() -> None:
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# "...or the nearest open space in front of the creature if there are
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# other creatures occupying that space." Blocker on (1,2): a stops (1,1).
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 0))
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b = make_state(make_combatant("b"), "monsters", (1, 3))
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c = make_state(make_combatant("c"), "monsters", (1, 2))
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engine = make_engine([1, 5], [a, b, c])
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engine._execute_maneuver(a, b, "overrun")
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assert a.pos == (1, 1)
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def test_overrun_fail_adjacent_attacker_does_not_move() -> None:
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# An already-adjacent attacker is in front of the target: it stays put.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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b = make_state(make_combatant("b"), "monsters", (1, 2))
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engine = make_engine([1, 5], [a, b])
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engine._execute_maneuver(a, b, "overrun")
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assert a.pos == (1, 1)
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assert not any("overrun blocked" in line for line in engine._transcript)
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def test_maneuver_rejects_target_two_sizes_larger() -> None:
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# SRD Trip/Bull Rush/Overrun: "You can only [affect] an opponent who is
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# no more than one size category larger than you." Medium vs Huge: the
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# attempt is illegal — no d20 consumed, no effect, logged rejection.
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for maneuver in ("trip", "bull_rush", "overrun"):
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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huge = make_state(_resized(make_combatant("h"), "Huge", 10, 10), "monsters", (1, 2))
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engine = make_engine([1, 12], [a, huge])
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engine._execute_maneuver(a, huge, maneuver)
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assert len(engine._rng._queue) == 2
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assert not any(c.condition.name == "prone" for c in huge.active_conditions)
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assert f"{maneuver} vs h rejected (target too large)" in engine._transcript[-1]
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def test_maneuver_allows_target_one_size_larger() -> None:
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# Medium vs Large (one category) stays legal; the roll happens.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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large = make_state(_resized(make_combatant("l"), "Large", 10, 10), "monsters", (1, 2))
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engine = make_engine([1, 12], [a, large])
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engine._execute_maneuver(a, large, "trip")
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assert not engine._rng._queue
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assert any(c.condition.name == "prone" for c in large.active_conditions)
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def test_unrestricted_maneuver_ignores_size_limit() -> None:
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# The size cap is trip/bull_rush/overrun only: disarm works on Huge.
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a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
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huge = make_state(_resized(make_combatant("h"), "Huge", 10, 10), "monsters", (1, 2))
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engine = make_engine([1, 12], [a, huge])
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engine._execute_maneuver(a, huge, "disarm")
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assert not engine._rng._queue
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def test_overrun_knocks_prone_and_moves_through() -> None:
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# d20=15+2=17 vs CMD 12: margin 5 -> prone AND moved through (CRB
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# "Overrun": prone only when the attack exceeds CMD by 5 or more).
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1, 15], [a, b])
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engine._execute_maneuver(a, b, "overrun")
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prone = next(c for c in b.active_conditions if c.condition.name == "prone")
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assert prone.rounds_left == 1
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assert prone.source == "maneuver: overrun"
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assert a.pos == (1, 3)
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def test_overrun_small_margin_moves_through_without_prone() -> None:
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# d20=14+2=16 vs CMD 12: margin 4 -> plain success: moved through,
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# NOT prone (CRB "Overrun").
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1, 14], [a, b])
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engine._execute_maneuver(a, b, "overrun")
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assert not any(c.condition.name == "prone" for c in b.active_conditions)
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assert a.pos == (1, 3)
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assert "SUCCESS (moved through)" in engine._transcript[-1]
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assert "prone" not in engine._transcript[-1]
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def test_overrun_prone_but_no_space() -> None:
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# d20=15+2=17 vs CMD 12: margin 5 -> prone; the beyond cell is occupied,
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# so no move-through.
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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c_spec = make_combatant("c")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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c = make_state(c_spec, "monsters", (1, 3))
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engine = make_engine([1, 15], [a, b, c])
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engine._execute_maneuver(a, b, "overrun")
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assert any(cond.condition.name == "prone" for cond in b.active_conditions)
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assert a.pos == (1, 1)
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assert "SUCCESS (prone)" in engine._transcript[-1]
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assert "moved through" not in engine._transcript[-1]
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def test_dirty_trick_dazzles() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1, 12], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick")
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dazzled = next(c for c in b.active_conditions if c.condition.name == "dazzled")
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assert dazzled.rounds_left == 1
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assert dazzled.source == "maneuver: dirty trick"
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def test_dirty_trick_fails_on_natural_1() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1, 1], [a, b])
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engine._execute_maneuver(a, b, "dirty_trick")
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assert not any(c.condition.name == "dazzled" for c in b.active_conditions)
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assert not any(c.condition.name == "prone" for c in b.active_conditions)
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assert engine._transcript[-1].endswith("-> FAILED")
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def test_steal_takes_melee_weapon() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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hp_before = b.hp
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engine = make_engine([1, 12], [a, b])
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engine._execute_maneuver(a, b, "steal")
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assert "b-w" in b.weapon_stolen
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assert engine.weapon_for(b, a) is None
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assert b.hp == hp_before
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def test_steal_nothing_to_steal() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b").model_copy(update={"attacks": []})
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([12], [a, b])
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engine._execute_maneuver(a, b, "steal")
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assert not b.weapon_stolen
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assert "nothing to steal" in engine._transcript[-1]
|
|
|
|
|
|
def test_reposition_moves_to_first_free_neighbor() -> None:
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|
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
|
|
|
|
|
|
def test_tiny_or_smaller_cmd_uses_strength_and_dexterity() -> None:
|
|
# SRD Combat Maneuvers: "CMD = 10 + Base attack bonus + Strength modifier
|
|
# + Dexterity modifier + special size modifier" — the Tiny-or-smaller
|
|
# Dex-for-Str substitution is CMB-only. Tiny: str -1, dex +4, bab 2,
|
|
# size -2 -> 10 + 2 - 1 + 4 - 2 = 13 (not 10 + 2 + 4 - 2 + 4 = 18).
|
|
engine = make_engine([], [])
|
|
for size in ("Tiny", "Diminutive", "Fine"):
|
|
tiny = make_state(_resized(make_combatant("t"), size, 8, 18), "p", (0, 0))
|
|
expected = 10 + 2 - 1 + 4 + _SIZE_MODIFIERS[size.lower()]
|
|
assert engine._maneuver_cmd(tiny) == expected
|
|
|
|
|
|
def _buffed(spec: Combatant, mods: tuple[StatModifier, ...]) -> CombatantState:
|
|
state = make_state(spec, "p", (0, 0))
|
|
state.active_buffs.append(
|
|
ActiveBuff(modifiers=mods, rounds_left=1, source="test")
|
|
)
|
|
return state
|
|
|
|
|
|
def test_cmd_adds_eligible_ac_bonus_types() -> None:
|
|
# SRD CMD: "A creature can also add any circumstance, deflection, dodge,
|
|
# insight, luck, morale, profane, and sacred bonuses to AC to its CMD."
|
|
# Medium str 10 dex 10 bab 2: base CMD 10 + (2+0+0) + 0 = 12.
|
|
engine = make_engine([], [])
|
|
base = make_state(make_combatant("b"), "p", (0, 0))
|
|
assert engine._maneuver_cmd(base) == 12
|
|
buffed = _buffed(
|
|
make_combatant("b"),
|
|
(
|
|
StatModifier(target="ac", value=4, bonus_type="dodge"),
|
|
StatModifier(target="ac", value=2, bonus_type="morale"),
|
|
),
|
|
)
|
|
assert engine._maneuver_cmd(buffed) == 12 + 4 + 2
|
|
|
|
|
|
def test_cmd_ignores_non_ac_bonus_types() -> None:
|
|
# Enhancement/natural armor bonuses and untyped penalties are NOT added
|
|
# to CMD (only the eight SRD-listed AC bonus types are).
|
|
engine = make_engine([], [])
|
|
state = _buffed(
|
|
make_combatant("b"),
|
|
(
|
|
StatModifier(target="ac", value=2, bonus_type="enhancement"),
|
|
StatModifier(target="ac", value=-4),
|
|
),
|
|
)
|
|
assert engine._maneuver_cmd(state) == 12
|
|
|
|
|
|
def test_cmd_flat_footed_drops_dex_bonus_keeps_penalty() -> None:
|
|
# SRD CMD: "A flat-footed creature does not add its Dexterity bonus to
|
|
# its CMD." A Dex penalty is not a bonus, so it still applies.
|
|
engine = make_engine([], [])
|
|
dexy = _resized(make_combatant("d"), "Medium", 10, 18) # dex +4
|
|
flat = make_state(dexy, "p", (0, 0))
|
|
flat.active_conditions.append(
|
|
ActiveCondition(
|
|
condition=CONDITIONS_BY_NAME["flat_footed"],
|
|
rounds_left=1,
|
|
source="test",
|
|
)
|
|
)
|
|
assert engine._maneuver_cmd(make_state(dexy, "p", (0, 1))) == 10 + 2 + 4
|
|
assert engine._maneuver_cmd(flat) == 10 + 2 # Dex bonus gone
|
|
clumsy = _resized(make_combatant("c"), "Medium", 10, 6) # dex -2
|
|
clumsy_flat = make_state(clumsy, "p", (0, 2))
|
|
clumsy_flat.active_conditions.append(
|
|
ActiveCondition(
|
|
condition=CONDITIONS_BY_NAME["flat_footed"],
|
|
rounds_left=1,
|
|
source="test",
|
|
)
|
|
)
|
|
assert engine._maneuver_cmd(clumsy_flat) == 10 + 2 - 2 # penalty kept
|