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pf1e-simulator/tests/test_maneuvers.py
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"""Tests for combat maneuvers, focused on the sunder result.
A successful sunder damages the defender's WEAPON, never its HP. Repeated
sunders can destroy the weapon, after which the defender can no longer use
it (effectively disarmed). See the plan task-12.
"""
from __future__ import annotations
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.conditions import CONDITIONS_BY_NAME
from pf1e_simulator.effects import ActiveCondition
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
SkillRank,
)
from pf1e_simulator.rng import ScriptedRng
def make_combatant(
cid: str, *, attack_bonus: int = 2, weapon_name: str = "sword"
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name=weapon_name,
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=6,
ac=ACProfile(total=13, touch=13, flat_footed=13),
bab=attack_bonus,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=0, ref=0, will=0),
attacks=[attack],
)
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
def make_grid() -> Grid:
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
return Grid.from_spec(spec)
def make_engine(
queue: list[int], states: list[CombatantState]
) -> CombatEngine:
return CombatEngine(ScriptedRng(queue), make_grid(), states)
def test_sunder_damages_weapon_not_hp() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
hp_before = b.hp
engine = make_engine([12], [a, b])
engine._execute_maneuver(a, b, "sunder")
assert b.hp == hp_before
assert b.weapon_damage["b-w"] == 2
assert "b-w" not in b.weapon_broken
def test_sunder_destroys_weapon_and_disarms() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([12, 12, 12, 12, 12], [a, b])
for _ in range(5):
engine._execute_maneuver(a, b, "sunder")
assert b.hp == 6
assert "b-w" in b.weapon_broken
assert engine.weapon_for(b, a) is None
assert any(c.condition.name == "disarmed" for c in b.active_conditions)
def test_escape_from_grapple_consumes_single_d20() -> None:
a_spec = make_combatant("a", attack_bonus=2).model_copy(
update={"skills": {"escape_artist": SkillRank(rank=10)}}
)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
a.active_conditions.append(
ActiveCondition(
condition=CONDITIONS_BY_NAME["grappled"],
rounds_left=1,
source="test",
)
)
a.grappled_with = b_spec.id
engine = make_engine([20], [a, b])
engine._maneuver_escape(a, b)
assert not engine._rng._queue
assert a.grappled_with is None
assert not any(c.condition.name == "grappled" for c in a.active_conditions)