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pf1e-simulator/tests/test_defensive_actions.py
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"""The PF1e defensive standard actions (Package U5a).
``total_defense`` grants +4 dodge AC and ``fight_defensively`` grants +2 dodge
AC plus -4 on attack and crit confirmation rolls, until the start of the
combatant's NEXT turn (reset in ``_take_turn`` alongside the other per-turn
flags). The bonus is applied in ``resolve_attack`` (target's
``defensive_ac_bonus`` added to AC; attacker's ``fight_defensively`` subtracted
from the attack total and the confirm total). Both keys are exposed additively
in the per-combatant snapshot.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from tests.test_observation_enriched import _snapshot, make_grid, make_state
def _combatant(id_: str, *, initiative_mod: int = 0) -> Combatant:
return Combatant(
id=id_,
name=id_,
level=1,
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
ac=ACProfile(total=10, touch=10, flat_footed=10),
bab=1,
initiative_mod=initiative_mod,
speed_land_ft=30,
hp_max=100,
saves=Saves(fort=0, ref=0, will=0),
attacks=[
AttackSpec(
id=f"{id_}-sword",
name="short sword",
kind="melee",
attack_bonus=5,
damage=[
DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
],
)
],
)
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _duel(policy: PolicyFn, rng: list[int], round_cap: int) -> CombatEngine:
"""hero (state order first, ties act first) adjacent to foe."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 1))
return CombatEngine(
ScriptedRng(rng), make_grid(), [hero, foe],
policy=policy, round_cap=round_cap,
)
def _attack_foe(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return _WAIT
return (Action(kind="attack", target_id="hero"),)
# ── (a) total defense raises AC by 4: same roll hits without it, misses with it ─
def test_attack_that_hits_normally_misses_total_defense() -> None:
# Control: no defensive action — d20 8 + 5 = 13 hits AC 10 (d6 3 damage).
eng_plain = _duel(_attack_foe, [10, 5, 8, 3], round_cap=1)
plain = eng_plain.run().transcript
assert (
"round 1 foe: short sword vs hero d20=8+5=13 AC 10 -> HIT 3 damage (100->97)"
in plain
)
# Same scripted roll against a hero who took total defense: AC 14, miss.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="total_defense"),)
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 8], round_cap=1)
result = eng.run()
t = result.transcript
assert "round 1 hero: total defense (+4 AC)" in t
assert "round 1 foe: short sword vs hero d20=8+5=13 AC 14 -> MISS" in t
hero = eng._states[0]
assert hero.defensive_ac_bonus == 4
assert hero.fight_defensively is False
assert hero.hp == 100
# ── (b) the bonus resets at the combatant's next turn ─────────────────────────
def test_total_defense_resets_at_next_turn() -> None:
calls: dict[str, int] = {}
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
cid = state.combatant.id
n = calls.get(cid, 0)
calls[cid] = n + 1
if cid == "hero":
return (Action(kind="total_defense"),) if n == 0 else _WAIT
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 8, 8, 3], round_cap=2)
t = eng.run().transcript
# Round 1: protected (AC 14) — the same roll misses.
assert "round 1 foe: short sword vs hero d20=8+5=13 AC 14 -> MISS" in t
# Round 2: hero waited, the bonus reset — the same roll hits AC 10.
assert (
"round 2 foe: short sword vs hero d20=8+5=13 AC 10 -> HIT 3 damage (100->97)"
in t
)
assert eng._states[0].defensive_ac_bonus == 0
# ── (c) fight defensively: +2 AC AND -4 on the attack roll ────────────────────
def test_fight_defensively_grants_ac_and_takes_attack_penalty() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (
Action(kind="fight_defensively"),
Action(kind="attack", target_id="foe"),
)
return (Action(kind="attack", target_id="hero"),)
eng = _duel(policy, [10, 5, 8, 7, 3], round_cap=1)
t = eng.run().transcript
assert "round 1 hero: fighting defensively (-4 attack, +2 AC)" in t
# Hero's swing: d20 8 + 5 - 4 = 9 misses AC 10.
assert "round 1 hero: short sword vs foe d20=8+5=9 AC 10 -> MISS" in t
# Foe's swing vs the +2 AC: d20 7 + 5 = 12 exactly hits AC 12.
assert (
"round 1 foe: short sword vs hero d20=7+5=12 AC 12 -> HIT 3 damage (100->97)"
in t
)
hero = eng._states[0]
assert hero.fight_defensively is True
assert hero.defensive_ac_bonus == 2
# ── (d) the snapshot exposes both keys with correct values ────────────────────
def test_snapshot_exposes_defensive_keys() -> None:
hero_snaps: list[dict[str, object]] = []
def policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "foe":
obs = _snapshot(engine, state)
hero_snaps.append(
next(c for c in obs["combatants"] if c["id"] == "hero")
)
return _WAIT
if engine._current_round == 1:
return (Action(kind="total_defense"),)
if engine._current_round == 2:
return (Action(kind="fight_defensively"),)
return _WAIT
eng = _duel(policy, [10, 5], round_cap=3)
eng.run()
assert len(hero_snaps) == 3
# Round 1 (foe acts after hero's total defense): +4, flag False.
assert hero_snaps[0]["defensive_ac_bonus"] == 4
assert hero_snaps[0]["fight_defensively"] is False
# Round 2 (after hero's fighting defensively): +2, flag True.
assert hero_snaps[1]["defensive_ac_bonus"] == 2
assert hero_snaps[1]["fight_defensively"] is True
# Round 3 (hero waited, everything reset): 0, False.
assert hero_snaps[2]["defensive_ac_bonus"] == 0
assert hero_snaps[2]["fight_defensively"] is False
# The action feedback for both defensive kinds is ok (the snapshot is
# built on the foe's turn, which follows the hero's in the same round).
results_r1 = hero_snaps[0]["last_turn_results"]
assert results_r1 == ({"kind": "total_defense", "ok": True, "reason": "ok"},)
results_r2 = hero_snaps[1]["last_turn_results"]
assert results_r2 == ({"kind": "fight_defensively", "ok": True, "reason": "ok"},)
# ── (e) combatants that never use them are unchanged ──────────────────────────
def test_no_defensive_actions_transcript_is_pinned() -> None:
eng = _duel(lambda _e, _s: _WAIT, [10, 5], round_cap=2)
result = eng.run()
assert result.transcript == (
"initiative: hero d20=10+2=12",
"initiative: foe d20=5+0=5",
"round 1 hero: wait",
"round 1 foe: wait",
"round 2 hero: wait",
"round 2 foe: wait",
"battle over: draw after 2 rounds",
)
assert result.winner is None
for state in eng._states:
assert state.defensive_ac_bonus == 0
assert state.fight_defensively is False
# ── (f) total defense denies attacks of opportunity ────────────────────────────
def test_total_defense_denies_attacks_of_opportunity() -> None:
# SRD "Total Defense": "You can't make attacks of opportunity while using
# total defense." A foe that leaves the hero's threatened squares takes
# no AoO while the hero is using it (no die rolled, allowance 0).
def moving_foe(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="total_defense"),)
return (Action(kind="move", destination=(0, 4)),)
eng = _duel(moving_foe, [10, 5], round_cap=1)
t = eng.run().transcript
assert not any("AoO" in line for line in t)
hero = eng._states[0]
assert hero.total_defense is True
assert eng._aoo_allowance(hero) == 0
def test_control_moving_foe_does_provoke_aoo() -> None:
def moving_foe(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return _WAIT
return (Action(kind="move", destination=(0, 4)),)
# AoO d20=8+5=13 vs AC 10 -> HIT (d6=3).
eng = _duel(moving_foe, [10, 5, 8, 3], round_cap=1)
t = eng.run().transcript
assert any("AoO vs foe" in line for line in t)
# ── (g) total defense and fighting defensively do not stack ────────────────────
def test_fight_defensively_rejected_while_total_defense_active() -> None:
# SRD "Total Defense": "You can't combine total defense with fighting
# defensively." Declaring it after total defense is rejected; the AC
# bonus stays exactly +4.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (
Action(kind="total_defense"),
Action(kind="fight_defensively"),
)
return _WAIT
eng = _duel(policy, [10, 5], round_cap=1)
t = eng.run().transcript
hero = eng._states[0]
assert "round 1 hero: fight_defensively rejected (cannot_combine)" in t
assert hero.defensive_ac_bonus == 4
assert hero.fight_defensively is False
assert ("fight_defensively", False, "cannot_combine") in tuple(
(r.kind, r.ok, r.reason) for r in hero.last_action_results
)
def test_total_defense_supersedes_a_fighting_defensively_declaration() -> None:
# The reverse order: the +2 declaration is voided by the later total
# defense — the bonus is set to +4 (not +6) and the -4 attack flag clears.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (
Action(kind="fight_defensively"),
Action(kind="total_defense"),
)
return _WAIT
eng = _duel(policy, [10, 5], round_cap=1)
eng.run()
hero = eng._states[0]
assert hero.defensive_ac_bonus == 4
assert hero.fight_defensively is False
assert hero.total_defense is True