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pf1e-simulator/tests/test_creature_sizes.py
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"""Tests for B5.2: multi-cell occupancy for Large+ creatures.
Covers:
- occupied_cells(): Medium -> {pos}, Large -> 4 cells, Huge -> 9 cells
- build_states: Large in 2x2+ zone; zone too small -> error
- creature_distance: min distance across occupied cells
- _threatened_squares: union of per-cell threatened areas for Large
- Movement: Large moves as footprint; stops at melee range
- Flanking: mirror cell from any occupied cell grants +2
- Charge: Large charge ends where footprint fits
- AoO: leaving threatened footprint cell triggers AoO
- LoS/cover: best cell of attacker vs target
- Equivalence: Medium 1x1 unchanged
"""
from __future__ import annotations
import pytest
from pf1e_simulator.combat import (
SIZE_CELLS,
Action,
CombatantState,
CombatEngine,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
from pf1e_simulator.los import has_cover, has_line_of_effect
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from pf1e_simulator.runner import EncounterSpec, Side, build_states
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
def make_combatant(
cid: str,
*,
size: str = "Medium",
reach_ft: int = 5,
hp: int = 20,
ac: int = 15,
attack_bonus: int = 5,
speed: int = 30,
weapon_name: str = "short sword",
) -> Combatant:
"""Build a single-melee-weapon combatant."""
attack = AttackSpec(
id=f"{cid}-w",
name=weapon_name,
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
reach_ft=reach_ft,
)
return Combatant(
id=cid,
name=cid,
level=1,
size=size,
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=12,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=hp,
ac=ACProfile(total=ac, touch=ac, flat_footed=ac),
bab=attack_bonus,
initiative_mod=0,
speed_land_ft=speed,
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(h: int = 10, w: int = 10) -> Grid:
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(
name="test", terrain=tuple(["." * w] * h), legend=legend,
)
return Grid.from_spec(spec)
def make_wall_grid() -> Grid:
"""10x10 grid with a wall at column 5 (rows 0-9)."""
terrain = []
for _ in range(10):
row = "." * 5 + "#" + "." * 4
terrain.append(row)
legend = {
".": TerrainType(type="floor", move_cost=1),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
spec = MapSpec(name="test", terrain=tuple(terrain), legend=legend)
return Grid.from_spec(spec)
def make_engine(
states: list[CombatantState], *, grid: Grid | None = None,
) -> CombatEngine:
return CombatEngine(
ScriptedRng([]), grid or make_grid(), states,
)
# ---------------------------------------------------------------------------
# 1. occupied_cells
# ---------------------------------------------------------------------------
class TestOccupiedCells:
def test_medium_returns_singleton(self) -> None:
c = make_combatant("m", size="Medium")
s = make_state(c, "a", (3, 4))
assert s.occupied_cells() == frozenset({(3, 4)})
def test_small_returns_singleton(self) -> None:
c = make_combatant("s", size="Small")
s = make_state(c, "a", (3, 4))
assert s.occupied_cells() == frozenset({(3, 4)})
def test_large_returns_2x2(self) -> None:
c = make_combatant("l", size="Large")
s = make_state(c, "a", (3, 4))
assert s.occupied_cells() == frozenset({
(3, 4), (3, 5), (4, 4), (4, 5),
})
def test_huge_returns_3x3(self) -> None:
c = make_combatant("h", size="Huge")
s = make_state(c, "a", (0, 0))
cells = s.occupied_cells()
assert len(cells) == 9
for dr in range(3):
for dc in range(3):
assert (dr, dc) in cells
def test_unknown_size_returns_singleton(self) -> None:
c = make_combatant("u", size="Weird")
s = make_state(c, "a", (2, 2))
assert s.occupied_cells() == frozenset({(2, 2)})
def test_size_cells_table(self) -> None:
assert SIZE_CELLS["Small"] == 1
assert SIZE_CELLS["Medium"] == 1
assert SIZE_CELLS["Large"] == 2
assert SIZE_CELLS["Huge"] == 3
assert SIZE_CELLS["Gargantuan"] == 4
assert SIZE_CELLS["Colossal"] == 6
# ---------------------------------------------------------------------------
# 2. build_states placement
# ---------------------------------------------------------------------------
class TestBuildStatesLarge:
def test_large_in_zone_2x2(self) -> None:
"""A Large creature placed in a zone cell occupies 2x2 from that anchor."""
spec = EncounterSpec(
map=MapSpec(
name="t",
terrain=tuple(["...."] * 4),
legend={".": TerrainType(type="floor", move_cost=1)},
zones=tuple(["AAAA"] * 4),
deployment={"p": "A"},
),
sides=(Side(name="p", combatants=(make_combatant("g", size="Large"),), zone="A"),),
)
states = build_states(spec)
assert len(states) == 1
assert states[0].occupied_cells() == frozenset({
(0, 0), (0, 1), (1, 0), (1, 1),
})
def test_zone_too_small_for_large_raises(self) -> None:
"""A zone with only 1 cell can't hold a Large creature's 2x2 footprint."""
spec = EncounterSpec(
map=MapSpec(
name="t",
terrain=(".",),
legend={".": TerrainType(type="floor", move_cost=1)},
zones=("A",),
deployment={"p": "A"},
),
sides=(Side(name="p", combatants=(make_combatant("g", size="Large"),), zone="A"),),
)
with pytest.raises(ValueError, match="zone"):
build_states(spec)
# ---------------------------------------------------------------------------
# 3. creature_distance
# ---------------------------------------------------------------------------
class TestCreatureDistance:
def test_medium_to_medium(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) == 5 # 5-10-5 diagonal
def test_large_to_medium_adjacent(self) -> None:
"""Large at (0,0) occupies (0,0)(0,1)(1,0)(1,1).
Medium at (1,2): distance from any Large cell = min 1.
"""
a = make_state(make_combatant("a", size="Large"), "p", (0, 0))
b = make_state(make_combatant("b"), "e", (1, 2))
engine = make_engine([a, b])
assert engine.creature_distance(a, b) == 1
def test_large_to_medium_diagonal_touches_at_dist_1(self) -> None:
"""Large at (0,0) has cell (1,1).
Medium at (2,2): dist from (1,1) to (2,2) = 1 diagonal.
"""
a = make_state(make_combatant("a", size="Large"), "p", (0, 0))
b = make_state(make_combatant("b"), "e", (2, 2))
engine = make_engine([a, b])
assert engine.creature_distance(a, b) == 1
def test_large_to_large(self) -> None:
"""Two Large creatures at (0,0) and (5,5)."""
a = make_state(make_combatant("a", size="Large"), "p", (0, 0))
b = make_state(make_combatant("b", size="Large"), "e", (5, 5))
engine = make_engine([a, b])
# min dist from (1,1) to (5,5): d_row=4, d_col=4, max+min//2=4+2=6
# min dist from (0,0) to (5,5): same 6
# min dist from (0,1) to (5,5): 4+2=6
# min dist from (1,0) to (5,5): 4+2=6
assert engine.creature_distance(a, b) == 6
# ---------------------------------------------------------------------------
# 4. Threatened squares for Large
# ---------------------------------------------------------------------------
class TestThreatenedSquaresLarge:
def test_large_sword_threatens_union_of_2x2_cells(self) -> None:
"""A Large creature at (2,2) with a 5ft sword has natural reach 10ft (2 cells).
Each of the 4 occupied cells radiates a disk of radius 2.
"""
giant = make_combatant("g", size="Large")
state = make_state(giant, "p", (2, 2))
engine = make_engine([state])
threatened = engine._threatened_squares(state)
# Must contain cells adjacent to any of the 4 occupied cells
# e.g. (0,2) is at distance 2 from (2,2), should be in
assert (0, 2) in threatened
# (1,2) is adjacent to (2,2) -> at distance 1 from (2,2), inside disk(2)
assert (1, 2) in threatened
# (5,5) should be too far
assert (5, 5) not in threatened
def test_large_reach_weapon_threatens_union_of_rings(self) -> None:
"""A Large at (2,2) with a reach weapon (10ft) threatens ring(2) from each cell."""
spear = AttackSpec(
id="spear", name="longspear", kind="melee",
attack_bonus=5,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
reach_ft=10,
)
combatant = Combatant(
id="g", name="g", level=1, size="Large",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=12,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=20,
ac=ACProfile(total=15, touch=15, flat_footed=15),
bab=5, initiative_mod=0, speed_land_ft=30,
saves=Saves(fort=0, ref=0, will=0),
attacks=[spear],
)
state = make_state(combatant, "p", (2, 2))
engine = make_engine([state])
threatened = engine._threatened_squares(state)
# Ring at distance 2 from each occupied cell is included
# (2,2) ring(2) includes (0,2) etc.
# (3,3) ring(2) includes (1,3), (5,3), (3,1), (3,5) etc.
assert (1, 3) in threatened
assert (3, 5) in threatened
# ---------------------------------------------------------------------------
# 5. Movement: Large moves as footprint
# ---------------------------------------------------------------------------
def _move_policy(
engine: CombatEngine, state: CombatantState,
) -> tuple[Action, ...]:
return (Action(kind="move", target_id="d"),)
class TestLargeMovement:
def test_large_can_move_and_all_cells_update(self) -> None:
"""A Large creature moves; all 4 cells of the footprint shift."""
giant = make_combatant("g", size="Large", speed=30)
g_state = make_state(giant, "p", (0, 0))
dest = make_combatant("d", hp=100)
d_state = make_state(dest, "e", (5, 5))
states = [g_state, d_state]
engine = CombatEngine(
ScriptedRng([20, 1]), make_grid(), states,
round_cap=1, policy=_move_policy,
)
engine.run()
# Giant moved from (0,0) toward (5,5)
old_cells = frozenset({(0, 0), (0, 1), (1, 0), (1, 1)})
assert g_state.pos != (0, 0) or g_state.occupied_cells() != old_cells
def test_large_cannot_pass_through_wall(self) -> None:
"""A Large creature at (0,0) cannot move right because wall at col 5
blocks some cells of its footprint."""
giant = make_combatant("g", size="Large", speed=30)
g_state = make_state(giant, "p", (0, 3))
dest = make_combatant("d", hp=100)
d_state = make_state(dest, "e", (0, 9))
grid = make_wall_grid()
states = [g_state, d_state]
engine = CombatEngine(
ScriptedRng([20, 1]), grid, states,
round_cap=1, policy=_move_policy,
)
engine.run()
# Cannot move right past column 5 (wall blocks cells (0,5), (1,5))
# Should stay near start or move in a direction that doesn't cross wall
cells = g_state.occupied_cells()
for cell in cells:
assert grid.passable(cell)
# ---------------------------------------------------------------------------
# 6. Flanking: mirror from any occupied cell
# ---------------------------------------------------------------------------
class TestFlankingLarge:
def test_ally_on_mirror_of_occupied_cell_grants_flank(self) -> None:
"""Ally on the mirror position of one of the Large's occupied cells grants +2."""
giant = make_combatant("g", size="Large")
attacker = make_state(giant, "p", (3, 3))
target = make_combatant("t")
t_state = make_state(target, "e", (3, 5))
# Giant occupies (3,3),(3,4),(4,3),(4,4)
# Mirror of (4,4) through target (3,5): 2*3-4=2, 2*5-4=6 -> (2,6)
ally = make_combatant("a")
a_state = make_state(ally, "p", (2, 6))
engine = make_engine([attacker, t_state, a_state])
assert engine._flanking_bonus(attacker, t_state) == 2
# ---------------------------------------------------------------------------
# 7. Charge: Large charge ends where footprint fits
# ---------------------------------------------------------------------------
def _charge_policy(
engine: CombatEngine, state: CombatantState,
) -> tuple[Action, ...]:
return (Action(kind="charge", target_id="d"),)
class TestLargeCharge:
def test_large_can_charge_and_footprint_fits(self) -> None:
"""A Large creature charges and its 2x2 footprint is free at the endpoint."""
giant = make_combatant("g", size="Large", speed=30)
g_state = make_state(giant, "p", (0, 0))
dest = make_combatant("d", hp=100, speed=0)
d_state = make_state(dest, "e", (5, 5))
states = [g_state, d_state]
engine = CombatEngine(
ScriptedRng([20, 10, 20, 10, 10]), make_grid(), states,
round_cap=1, policy=_charge_policy,
)
engine.run()
# After charging, the footprint should be somewhere reachable
assert g_state.active
for cell in g_state.occupied_cells():
assert make_grid().passable(cell)
# ---------------------------------------------------------------------------
# 8. AoO: leaving threatened footprint cell
# ---------------------------------------------------------------------------
class TestLargeAoO:
def test_aoo_when_large_leaves_threatened_cell(self) -> None:
"""When a Large creature moves away, enemies threatening its footprint
get AoOs."""
giant = make_combatant("g", size="Large", speed=30, hp=30, ac=12)
g_state = make_state(giant, "p", (3, 3))
# enemy with reach weapon at (3,6) — threatens ring(2) = dist 2 from (3,6)
# (3,4) is at dist 2 from (3,6), so it's in the threatened zone
enemy = make_combatant("e", reach_ft=10, hp=100, speed=0)
e_state = make_state(enemy, "m", (3, 6))
dest = make_combatant("d", hp=100, speed=0)
d_state = make_state(dest, "e", (0, 0))
states = [g_state, e_state, d_state]
def policy(eng: CombatEngine, st: CombatantState) -> tuple[Action, ...]:
if st is g_state:
return (Action(kind="move", target_id="d"),)
return ()
engine = CombatEngine(
ScriptedRng([20, 10, 10, 15, 5] * 10), make_grid(), states,
round_cap=1, policy=policy,
)
result = engine.run()
# The transcript should show an AoO
aoo_lines = [line for line in result.transcript if "AoO" in line]
# At least one AoO should be generated (enemy threatens (3,4))
assert len(aoo_lines) >= 1
# ---------------------------------------------------------------------------
# 9. LoS/cover from best cell of Large
# ---------------------------------------------------------------------------
class TestLoSLarge:
def test_los_from_best_cell(self) -> None:
"""A Large creature behind a wall can see the target if any cell has LoE."""
grid = make_wall_grid()
# Large at (3,3) occupies (3,3)(3,4)(4,3)(4,4)
# Wall at column 5
# (3,4) and (4,4) are right next to the wall but still on left side
# Target at (3,6) is on the right side of wall
# From (3,4) corner to (3,6) corner: must cross wall at col 5
# No cell of the Large has LoE through the wall to the other side
# This verifies that large doesn't magically see through walls
giant = make_combatant("g", size="Large")
g_state = make_state(giant, "p", (3, 0))
target = make_combatant("t")
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),
})