287 lines
10 KiB
Python
287 lines
10 KiB
Python
"""Tests for B5.3: melee reach depends on weapon reach and creature size.
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Covers the PF1e reach rules implemented in this phase:
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- non-reach weapons (``reach_ft == 5``) threaten the disk of effective reach;
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- reach weapons (``reach_ft > 5``) threaten only the ring at exactly their
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reach (the PF1e reach dead zone: a longspear cannot hit an adjacent target);
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- a Large creature's natural reach (10 ft) extends its non-reach weapons;
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- ``weapon_for`` respects the reach dead zone;
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- AoOs trigger from ring squares threatened by a reach weapon.
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import Action, CombatantState, CombatEngine
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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.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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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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) -> Combatant:
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"""Build a single-melee-weapon combatant (used by most reach tests)."""
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attack = AttackSpec(
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id=f"{cid}-w",
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name="longspear" if reach_ft > 5 else "short sword",
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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,
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dex_score=10,
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con_score=12,
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int_score=10,
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wis_score=10,
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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(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(states: list[CombatantState]) -> CombatEngine:
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return CombatEngine(ScriptedRng([]), make_grid(), states)
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def _grid_distance(a: tuple[int, int], b: tuple[int, int]) -> int:
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"""5-10-5 diagonal distance in squares (mirrors Grid.distance)."""
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d_row = abs(a[0] - b[0])
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d_col = abs(a[1] - b[1])
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return max(d_row, d_col) + min(d_row, d_col) // 2
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def _ring(pos: tuple[int, int], radius: int) -> set[tuple[int, int]]:
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"""Cells at exactly ``radius`` squares from ``pos`` (5-10-5 distance)."""
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r, c = pos
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return {
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(r + dr, c + dc)
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for dr in range(-radius, radius + 1)
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for dc in range(-radius, radius + 1)
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if (dr, dc) != (0, 0) and _grid_distance(pos, (r + dr, c + dc)) == radius
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}
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def _disk(pos: tuple[int, int], radius: int) -> set[tuple[int, int]]:
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"""Cells within ``radius`` squares of ``pos`` (5-10-5 distance), excluding pos."""
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r, c = pos
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return {
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(r + dr, c + dc)
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for dr in range(-radius, radius + 1)
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for dc in range(-radius, radius + 1)
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if (dr, dc) != (0, 0) and _grid_distance(pos, (r + dr, c + dc)) <= radius
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}
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def _adjacent(pos: tuple[int, int]) -> set[tuple[int, int]]:
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"""The 8 cells adjacent to ``pos``."""
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return _disk(pos, 1)
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def test_medium_5ft_weapon_threatens_adjacent_only() -> None:
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"""A Medium combatant with a 5 ft weapon threatens exactly the 8 adjacent squares."""
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fighter = make_combatant("fighter")
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state = make_state(fighter, "players", (3, 3))
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engine = make_engine([state])
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assert engine._threatened_squares(state) == frozenset(_adjacent((3, 3)))
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def test_reach_weapon_threatens_ring_not_adjacent() -> None:
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"""A longspear (reach 10 ft) threatens the ring at distance 2, not adjacent squares."""
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spearman = make_combatant("spearman", reach_ft=10)
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state = make_state(spearman, "players", (3, 3))
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engine = make_engine([state])
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threatened = engine._threatened_squares(state)
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assert threatened == frozenset(_ring((3, 3), 2))
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assert (3, 2) not in threatened # adjacent orthogonal
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assert (3, 4) not in threatened
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assert (2, 2) not in threatened # adjacent diagonal
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assert (4, 4) not in threatened
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def test_sword_plus_reach_weapon_union() -> None:
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"""A combatant with a 5 ft sword and a reach weapon threatens disk(1) plus ring(2)."""
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sword = AttackSpec(
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id="sword",
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name="short sword",
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kind="melee",
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attack_bonus=5,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])],
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reach_ft=5,
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)
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spear = AttackSpec(
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id="spear",
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name="longspear",
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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="dual",
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name="dual",
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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,
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dex_score=10,
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con_score=12,
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int_score=10,
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wis_score=10,
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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,
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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=[sword, spear],
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)
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state = make_state(combatant, "players", (3, 3))
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engine = make_engine([state])
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assert engine._threatened_squares(state) == frozenset(
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_adjacent((3, 3)) | _ring((3, 3), 2)
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)
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def test_large_creature_sword_threatens_disk_radius_2() -> None:
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"""A Large creature (natural reach 10 ft) with a 5 ft sword threatens the disk of radius 2."""
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giant = make_combatant("giant", size="Large")
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state = make_state(giant, "players", (3, 3))
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engine = make_engine([state])
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assert engine._threatened_squares(state) == frozenset(_disk((3, 3), 2))
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def test_unknown_size_defaults_to_5ft() -> None:
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"""An unlisted size falls back to the current 5 ft natural reach."""
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weird = make_combatant("weird", size="Weird")
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state = make_state(weird, "players", (3, 3))
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engine = make_engine([state])
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assert engine._threatened_squares(state) == frozenset(_adjacent((3, 3)))
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def test_weapon_for_reach_weapon_at_distance_2_not_1() -> None:
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"""weapon_for selects a reach weapon at distance 2 but not at distance 1 (dead zone)."""
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spearman = make_combatant("spearman", reach_ft=10)
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target = make_combatant("target")
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attacker = make_state(spearman, "players", (3, 3))
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foe_at_ring = make_state(target, "monsters", (3, 5)) # distance 2
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engine_ring = make_engine([attacker, foe_at_ring])
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weapon = engine_ring.weapon_for(attacker, foe_at_ring)
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assert weapon is not None
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assert weapon.reach_ft == 10
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foe_adjacent = make_state(target, "monsters", (3, 4)) # distance 1
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engine_adjacent = make_engine([attacker, foe_adjacent])
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assert engine_adjacent.weapon_for(attacker, foe_adjacent) is None
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def test_weapon_for_large_creature_sword_at_distance_2() -> None:
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"""A Large creature's 5 ft sword is selectable at distance 2 (natural reach 10 ft)."""
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giant = make_combatant("giant", size="Large")
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target = make_combatant("target")
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attacker = make_state(giant, "players", (3, 3))
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foe = make_state(target, "monsters", (3, 5)) # distance 2
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engine = make_engine([attacker, foe])
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weapon = engine.weapon_for(attacker, foe)
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assert weapon is not None
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assert weapon.reach_ft == 5
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def _move_to_dest(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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"""Test policy: always move toward the 'dest' combatant."""
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return (Action(kind="move", target_id="dest"),)
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def test_aoo_from_reach_ring() -> None:
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"""Moving through a ring square threatened by a longspear provokes an AoO."""
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runner = make_combatant("runner", hp=20, ac=12, speed=30)
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spearman = make_combatant("spearman", hp=20, ac=15, attack_bonus=5, speed=0, reach_ft=10)
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dest = make_combatant("dest", hp=20, ac=15, attack_bonus=0, speed=0)
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states = [
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make_state(runner, "players", (4, 3)),
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make_state(spearman, "monsters", (3, 1)),
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make_state(dest, "monsters", (4, 5)),
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]
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engine = CombatEngine(
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ScriptedRng([10, 9, 8, 15, 3, 5]),
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make_grid(), states, round_cap=1, policy=_move_to_dest,
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)
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result = engine.run()
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assert result.transcript == (
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"initiative: runner d20=10+0=10",
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"initiative: spearman d20=9+0=9",
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"initiative: dest d20=8+0=8",
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"round 1 spearman: AoO vs runner d20=15+5=20 AC 12 -> HIT 3 damage (20->17)",
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"round 1 runner: move (4,3)->(3,4)",
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"round 1 spearman: wait",
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"round 1 dest: wait",
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"battle over: draw after 1 rounds",
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)
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def test_no_aoo_from_adjacent_to_reach_weapon() -> None:
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"""A longspear does not threaten adjacent squares: no AoO when leaving one."""
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runner = make_combatant("runner", hp=20, ac=12, speed=30)
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spearman = make_combatant("spearman", hp=20, ac=15, attack_bonus=5, speed=0, reach_ft=10)
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dest = make_combatant("dest", hp=20, ac=15, attack_bonus=0, speed=0)
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states = [
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make_state(runner, "players", (4, 1)),
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make_state(spearman, "monsters", (3, 1)),
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make_state(dest, "monsters", (4, 3)),
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]
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engine = CombatEngine(
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ScriptedRng([10, 9, 8, 15, 3, 5]),
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make_grid(), states, round_cap=1, policy=_move_to_dest,
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)
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result = engine.run()
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assert result.transcript == (
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"initiative: runner d20=10+0=10",
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"initiative: spearman d20=9+0=9",
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"initiative: dest d20=8+0=8",
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"round 1 runner: move (4,1)->(3,2)",
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"round 1 spearman: wait",
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"round 1 dest: wait",
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"battle over: draw after 1 rounds",
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)
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