253 lines
8.8 KiB
Python
253 lines
8.8 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 CombatantState, CombatEngine
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from pf1e_simulator.conditions import CONDITIONS_BY_NAME
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from pf1e_simulator.effects import ActiveCondition
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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 test_overrun_knocks_prone_and_moves_through() -> 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, "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_prone_but_no_space() -> 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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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, 12], [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]
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def test_reposition_moves_to_first_free_neighbor() -> 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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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, 12], [a, b, c])
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engine._execute_maneuver(a, b, "reposition")
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assert b.pos == (0, 1)
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assert c.pos == (1, 3)
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def test_reposition_no_space() -> 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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blocker_positions = [(0, 0), (0, 1), (0, 2), (1, 0), (1, 2), (2, 0), (2, 2)]
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blockers = [
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make_state(make_combatant(f"c{idx}"), "monsters", pos)
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for idx, pos in enumerate(blocker_positions)
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]
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a = make_state(a_spec, "players", (2, 1))
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b = make_state(b_spec, "monsters", (1, 1))
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engine = make_engine([1, 12], [a, b, *blockers])
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engine._execute_maneuver(a, b, "reposition")
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assert b.pos == (1, 1)
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assert "no space" in engine._transcript[-1]
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def test_drag_moves_pair_together() -> 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, "drag")
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assert b.pos == (1, 3)
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assert a.pos == (1, 2)
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def test_drag_no_space() -> 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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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, 12], [a, b, c])
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engine._execute_maneuver(a, b, "drag")
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assert b.pos == (1, 2)
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assert a.pos == (1, 1)
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assert "no space" in engine._transcript[-1]
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