e17c571d7e
- weapon_for: gate attacks on has_line_of_effect (no LoE -> policy moves) - resolve_attack: +4 AC cover bonus on hit and crit-confirm (ranged flag) - tests: cover bonus (ranged pillar, melee wall corner), no-LoE move/attack, no-LoE unreachable wait; 11 resolve_attack call sites updated - README: quick-start and verified example re-measured (55.7% 1x2), rules and architecture updated (los.py wired)
501 lines
19 KiB
Python
501 lines
19 KiB
Python
"""Tests for the combat engine: attacks, crits, DR, hp, initiative, rounds.
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The scripted transcripts pin the exact deterministic behavior of the engine
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end to end: dice order, log lines, winner, and per-combatant stats.
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"""
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from __future__ import annotations
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from typing import Literal
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from pf1e_simulator.combat import (
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CombatantState,
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CombatantStats,
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CombatEngine,
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CombatResult,
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)
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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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DamageReduction,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng, SeededRng
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def make_combatant(
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cid: str,
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*,
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hp: int = 6,
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ac: int = 13,
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attack_bonus: int = 2,
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damage: str = "1d4",
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damage_bonus: int = 0,
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crit_range: int = 20,
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crit_mult: int = 2,
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initiative_mod: int = 0,
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con: int = 12,
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speed: int = 30,
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weapon_name: str | None = None,
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dr: DamageReduction | None = None,
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kind: Literal["melee", "ranged", "touch"] = "melee",
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range_increment_ft: int | None = None,
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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 or ("short bow" if kind == "ranged" else "short sword"),
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kind=kind,
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice(damage), types=["slashing"])],
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damage_bonus=damage_bonus,
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crit_range=crit_range,
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crit_mult=crit_mult,
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range_increment_ft=range_increment_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="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=con,
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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=initiative_mod,
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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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dr=dr,
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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], *, round_cap: int = 100
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) -> CombatEngine:
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return CombatEngine(ScriptedRng(queue), make_grid(), states, round_cap=round_cap)
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def test_attack_hit_deals_damage() -> 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([12, 3], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.hit is True
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assert result.crit is False
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assert result.damage == 3
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assert b.hp == 3
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def test_attack_miss_leaves_target_untouched() -> None:
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a_spec = make_combatant("a")
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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([9], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.hit is False
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assert result.damage == 0
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assert b.hp == 6
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def test_natural_1_always_misses() -> None:
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a_spec = make_combatant("a", attack_bonus=20)
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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], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.hit is False
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assert b.hp == 6
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def test_natural_20_threatens_and_crits() -> 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([20, 12, 4], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.crit is True
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assert result.damage == 8
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assert b.hp == -2
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def test_crit_range_19_threatens_on_19() -> None:
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a_spec = make_combatant("a", attack_bonus=2, crit_range=19)
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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([19, 11, 2], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.crit is True
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assert result.damage == 4
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assert b.hp == 2
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def test_confirm_fail_is_normal_hit() -> None:
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a_spec = make_combatant("a", attack_bonus=2, crit_range=19)
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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([19, 8, 2], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.hit is True
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assert result.crit is False
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assert result.damage == 2
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assert b.hp == 4
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def test_no_threat_outside_crit_range() -> None:
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a_spec = make_combatant("a", attack_bonus=2, crit_range=19)
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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 2 rolls consumed: no confirm roll happens outside the threat range.
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engine = make_engine([18, 3], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.crit is False
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assert result.damage == 3
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assert b.hp == 3
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def test_dr_reduces_damage() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b", dr=DamageReduction(amount=5))
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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, 7], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.damage == 2
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assert b.hp == 4
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def test_dr_floors_damage_at_zero() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b", dr=DamageReduction(amount=5))
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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, 3], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.damage == 0
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assert b.hp == 6
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def test_dr_bypass_ignores_reduction() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b", dr=DamageReduction(amount=5, bypass=frozenset({"slashing"})))
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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, 7], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.damage == 7
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assert b.hp == -1
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def test_dr_applies_after_crit_multiplier() -> None:
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b", dr=DamageReduction(amount=5))
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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([20, 11, 6], [a, b])
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result = engine.resolve_attack(a, b, a_spec.attacks[0])
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assert result.crit is True
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assert result.damage == 7
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assert b.hp == -1
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def test_hp_states_active_down_dead() -> None:
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c = make_combatant("c", con=12)
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st = make_state(c, "players", (0, 0))
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st.hp = 1
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assert st.active is True
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assert st.dead is False
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st.hp = 0
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assert st.active is False
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assert st.dead is False
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st.hp = -11
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assert st.active is False
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assert st.dead is False
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st.hp = -12
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assert st.active is False
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assert st.dead is False # dead requires hp < -12, not <=
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st.hp = -13
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assert st.active is False
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assert st.dead is True
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def test_scripted_2v2_transcript() -> None:
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gob_1 = make_combatant(
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"gob-1", hp=6, ac=16, attack_bonus=2, damage="1d4", crit_range=19, initiative_mod=6
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)
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gob_2 = make_combatant(
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"gob-2", hp=6, ac=16, attack_bonus=2, damage="1d4", crit_range=19, initiative_mod=6
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)
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orc_1 = make_combatant(
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"orc-1", hp=6, ac=13, attack_bonus=5, damage="2d4", damage_bonus=4, crit_range=18,
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weapon_name="falchion",
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)
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orc_2 = make_combatant(
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"orc-2", hp=6, ac=13, attack_bonus=5, damage="2d4", damage_bonus=4, crit_range=18,
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weapon_name="falchion",
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)
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states = [
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make_state(gob_1, "players", (2, 2)),
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make_state(gob_2, "players", (2, 5)),
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make_state(orc_1, "monsters", (3, 3)),
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make_state(orc_2, "monsters", (3, 4)),
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]
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queue = [
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15, 5, 14, 7, # initiative: gob-1, gob-2, orc-1, orc-2
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13, 3, # R1 gob-1 hits orc-1 for 3
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10, # R1 orc-1 misses gob-1
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14, 1, # R1 gob-2 hits orc-2 for 1
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17, 2, 3, # R1 orc-2 hits gob-2 for 2+3+4=9
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19, 11, 2, # R2 gob-1 crits orc-1: 19 threatens, 11 confirms, 2*2=4
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7, # R3 gob-1 misses orc-2
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15, 1, 4, # R3 orc-2 hits gob-1 for 1+4+4=9
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]
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engine = make_engine(queue, states)
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result = engine.run()
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assert result.winner == "monsters"
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assert result.rounds == 3
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assert result.transcript == (
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"initiative: gob-1 d20=15+6=21",
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"initiative: orc-1 d20=14+0=14",
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"initiative: gob-2 d20=5+6=11",
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"initiative: orc-2 d20=7+0=7",
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"round 1 gob-1: short sword vs orc-1 d20=13+2=15 AC 13 -> HIT 3 damage (6->3)",
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"round 1 orc-1: falchion vs gob-1 d20=10+5=15 AC 16 -> MISS",
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"round 1 gob-2: short sword vs orc-2 d20=14+2=16 AC 13 -> HIT 1 damage (6->5)",
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"round 1 orc-2: falchion vs gob-2 d20=17+5=22 AC 16 -> HIT 9 damage (6->-3)",
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"round 1 orc-2: gob-2 down",
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"round 2 gob-1: short sword vs orc-1 d20=19+2=21 AC 13 -> CRIT 4 damage (3->-1)",
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"round 2 gob-1: orc-1 down",
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"round 2 orc-2: move (3,4)->(2,3)",
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"round 3 gob-1: short sword vs orc-2 d20=7+2=9 AC 13 -> MISS",
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"round 3 orc-2: falchion vs gob-1 d20=15+5=20 AC 16 -> HIT 9 damage (6->-3)",
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"round 3 orc-2: gob-1 down",
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"battle over: monsters win in 3 rounds",
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)
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assert result.stats["gob-1"] == CombatantStats(hits=2, crits=1, damage_dealt=7, damage_taken=9)
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assert result.stats["gob-2"] == CombatantStats(hits=1, crits=0, damage_dealt=1, damage_taken=9)
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assert result.stats["orc-1"] == CombatantStats(hits=0, crits=0, damage_dealt=0, damage_taken=7)
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assert result.stats["orc-2"] == CombatantStats(hits=2, crits=0, damage_dealt=18, damage_taken=1)
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def test_same_seed_replay_is_identical() -> None:
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def run_battle() -> CombatResult:
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gob = make_combatant(
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"gob", hp=6, ac=16, attack_bonus=2, damage="1d4", crit_range=19, initiative_mod=6
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)
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orc = make_combatant(
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"orc", hp=6, ac=13, attack_bonus=5, damage="2d4", damage_bonus=4, crit_range=18
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)
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states = [make_state(gob, "players", (1, 1)), make_state(orc, "monsters", (1, 2))]
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return CombatEngine(SeededRng(42), make_grid(), states).run()
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first = run_battle()
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second = run_battle()
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assert first.transcript == second.transcript
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assert first.stats == second.stats
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assert first.winner == second.winner
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assert first.rounds == second.rounds
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def test_default_policy_moves_toward_enemy() -> None:
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gob = make_combatant("gob", speed=30)
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orc = make_combatant("orc", speed=0)
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states = [make_state(gob, "players", (1, 1)), make_state(orc, "monsters", (1, 5))]
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engine = make_engine([10, 9], states, round_cap=2)
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result = engine.run()
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assert result.transcript == (
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"initiative: gob d20=10+0=10",
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"initiative: orc d20=9+0=9",
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"round 1 gob: move (1,1)->(0,2)",
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"round 1 orc: wait",
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"round 2 gob: move (0,2)->(0,3)",
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"round 2 orc: wait",
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"battle over: draw after 2 rounds",
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)
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def test_wait_when_enemy_out_of_reach_and_speed_zero() -> None:
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gob = make_combatant("gob", speed=0)
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orc = make_combatant("orc", speed=0)
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states = [make_state(gob, "players", (1, 1)), make_state(orc, "monsters", (1, 3))]
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engine = make_engine([10, 9], states, round_cap=1)
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result = engine.run()
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assert result.transcript == (
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"initiative: gob d20=10+0=10",
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"initiative: orc d20=9+0=9",
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"round 1 gob: wait",
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"round 1 orc: wait",
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"battle over: draw after 1 rounds",
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)
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def test_nearest_enemy_targeting_and_full_rounds() -> None:
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gob = make_combatant("gob", hp=6, ac=13, attack_bonus=2, damage="1d4")
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orc_1 = make_combatant("orc-1", hp=6, ac=13, attack_bonus=2, damage="1d4")
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orc_2 = make_combatant("orc-2", hp=6, ac=13, attack_bonus=2, damage="1d4")
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states = [
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make_state(gob, "players", (1, 1)),
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make_state(orc_1, "monsters", (1, 2)),
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make_state(orc_2, "monsters", (2, 1)),
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]
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queue = [
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15, 10, 5, # initiative: gob, orc-1, orc-2
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12, 4, # R1 gob hits orc-1 for 4
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7, # R1 orc-1 misses
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8, # R1 orc-2 misses
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12, 6, # R2 gob downs orc-1
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9, # R2 orc-2 misses
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11, 3, # R3 gob hits orc-2 for 3
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12, 4, # R3 orc-2 hits gob for 4
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12, 6, # R4 gob downs orc-2
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]
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engine = make_engine(queue, states)
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result = engine.run()
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assert result.winner == "players"
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assert result.rounds == 4
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assert result.transcript == (
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"initiative: gob d20=15+0=15",
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"initiative: orc-1 d20=10+0=10",
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"initiative: orc-2 d20=5+0=5",
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"round 1 gob: short sword vs orc-1 d20=12+2=14 AC 13 -> HIT 4 damage (6->2)",
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"round 1 orc-1: short sword vs gob d20=7+2=9 AC 13 -> MISS",
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"round 1 orc-2: short sword vs gob d20=8+2=10 AC 13 -> MISS",
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"round 2 gob: short sword vs orc-1 d20=12+2=14 AC 13 -> HIT 6 damage (2->-4)",
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"round 2 gob: orc-1 down",
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"round 2 orc-2: short sword vs gob d20=9+2=11 AC 13 -> MISS",
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"round 3 gob: short sword vs orc-2 d20=11+2=13 AC 13 -> HIT 3 damage (6->3)",
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"round 3 orc-2: short sword vs gob d20=12+2=14 AC 13 -> HIT 4 damage (6->2)",
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"round 4 gob: short sword vs orc-2 d20=12+2=14 AC 13 -> HIT 6 damage (3->-3)",
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"round 4 gob: orc-2 down",
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"battle over: players win in 4 rounds",
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)
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def test_melee_routes_around_wall() -> None:
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"""Melee unit follows the true shortest path instead of oscillating at a wall."""
|
|
legend = {
|
|
".": TerrainType(type="floor", move_cost=1),
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|
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
|
|
}
|
|
spec = MapSpec(
|
|
name="wall-test",
|
|
terrain=("....#...", "....#...", "........"),
|
|
legend=legend,
|
|
)
|
|
grid = Grid.from_spec(spec)
|
|
mover = make_combatant("mover", hp=20, speed=30)
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|
target = make_combatant("target", speed=0)
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|
states = [make_state(mover, "players", (1, 1)), make_state(target, "monsters", (1, 5))]
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|
engine = CombatEngine(SeededRng(42), grid, states)
|
|
result = engine.run()
|
|
assert result.winner == "players"
|
|
assert result.stats["mover"].hits > 0
|
|
|
|
|
|
def test_ranged_attack_gets_cover_bonus() -> None:
|
|
"""A pillar between shooter and target grants partial cover (+4 AC)."""
|
|
legend = {
|
|
".": TerrainType(type="floor", move_cost=1),
|
|
"C": TerrainType(type="pillar", move_cost=None, cover=True),
|
|
}
|
|
spec = MapSpec(name="cover-test", terrain=(".C...",), legend=legend)
|
|
grid = Grid.from_spec(spec)
|
|
archer = make_combatant("archer", attack_bonus=4, kind="ranged", range_increment_ft=60)
|
|
target = make_combatant("target", ac=13)
|
|
states = [make_state(archer, "players", (0, 0)), make_state(target, "monsters", (0, 3))]
|
|
engine = CombatEngine(ScriptedRng([12, 3]), grid, states)
|
|
result = engine.resolve_attack(states[0], states[1], archer.attacks[0])
|
|
assert result.ac == 17 # 13 + 4 cover bonus
|
|
assert result.hit is False # 12 + 4 = 16 < 17
|
|
|
|
|
|
def test_melee_attack_gets_cover_bonus_across_wall_corner() -> None:
|
|
"""Diagonal melee across a wall corner grants cover (+4 AC)."""
|
|
legend = {
|
|
".": TerrainType(type="floor", move_cost=1),
|
|
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
|
|
}
|
|
spec = MapSpec(name="corner-test", terrain=(".#.", "#.."), legend=legend)
|
|
grid = Grid.from_spec(spec)
|
|
attacker = make_state(make_combatant("a", attack_bonus=2), "players", (0, 0))
|
|
target = make_state(make_combatant("b", ac=13), "monsters", (1, 1))
|
|
engine = CombatEngine(ScriptedRng([12, 3]), grid, [attacker, target])
|
|
result = engine.resolve_attack(attacker, target, attacker.combatant.attacks[0])
|
|
assert result.ac == 17
|
|
assert result.hit is False
|
|
|
|
|
|
def test_ranged_no_line_of_effect_moves_around_wall() -> None:
|
|
"""An archer without line of effect cannot shoot; the policy moves until it gains sight."""
|
|
legend = {
|
|
".": TerrainType(type="floor", move_cost=1),
|
|
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
|
|
}
|
|
spec = MapSpec(name="wall-block", terrain=("..#..", "....."), legend=legend)
|
|
grid = Grid.from_spec(spec)
|
|
archer = make_combatant("archer", attack_bonus=4, kind="ranged", range_increment_ft=60)
|
|
target = make_combatant("target", speed=0)
|
|
states = [make_state(archer, "players", (0, 1)), make_state(target, "monsters", (0, 4))]
|
|
engine = CombatEngine(ScriptedRng([10, 9, 11, 3, 5, 14, 2, 8]), grid, states, round_cap=4)
|
|
result = engine.run()
|
|
assert result.winner is None
|
|
assert result.transcript == (
|
|
"initiative: archer d20=10+0=10",
|
|
"initiative: target d20=9+0=9",
|
|
"round 1 archer: move (0,1)->(1,2)",
|
|
"round 1 target: wait",
|
|
"round 2 archer: short bow vs target d20=11+4=15 AC 13 -> HIT 3 damage (6->3)",
|
|
"round 2 target: wait",
|
|
"round 3 archer: short bow vs target d20=5+4=9 AC 13 -> MISS",
|
|
"round 3 target: wait",
|
|
"round 4 archer: short bow vs target d20=14+4=18 AC 13 -> HIT 2 damage (3->1)",
|
|
"round 4 target: wait",
|
|
"battle over: draw after 4 rounds",
|
|
)
|
|
|
|
|
|
def test_ranged_no_line_of_effect_unreachable_target_waits() -> None:
|
|
"""A target on an island (no LoE, no path) leaves the archer waiting."""
|
|
legend = {
|
|
".": TerrainType(type="floor", move_cost=1),
|
|
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
|
|
}
|
|
spec = MapSpec(name="walled-off", terrain=("..#..", "..#.."), legend=legend)
|
|
grid = Grid.from_spec(spec)
|
|
archer = make_combatant("archer", attack_bonus=4, kind="ranged", range_increment_ft=60)
|
|
target = make_combatant("target", speed=0)
|
|
states = [make_state(archer, "players", (0, 1)), make_state(target, "monsters", (0, 4))]
|
|
engine = CombatEngine(ScriptedRng([10, 9]), grid, states, round_cap=1)
|
|
result = engine.run()
|
|
assert result.transcript[2] == "round 1 archer: wait"
|