fix(rules): consume the current turn's swift for an in-turn immediate
PF1e (SRD Immediate Actions): "Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn." The engine now tracks the acting combatant (_turn_actor); an immediate fired during its OWN turn sets swift_used_this_turn instead of immediate_used, so swift actions later in the turn's sequence are dropped (downgraded:immediate_swift) and no second immediate fires that round, while the next turn's swift stays free. Off-turn immediates keep consuming the next swift. The off-turn consumption test was retargeted to a true off-turn event and an in-turn test added; README updated (Actions immediates + budget classification). Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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@@ -367,7 +367,8 @@ Règles modélisées :
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`default_policy` renvoie `(full_attack,)` si l'ennemi est en portée, `(charge,)`
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si une ligne droite existe, `(5foot_step, full_attack)` si un seul pas
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suffit à entrer en portée, ou `(move, attack)` sinon. Les actions immédiates
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(hors-tour, consomment le prochain swift) sont modélisées via une politique
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(hors-tour : prochain swift ; pendant son tour : swift du tour courant —
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conformance L10) sont modélisées via une politique
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de réaction opt-in (`reaction_policy`) — voir « Actions immédiates » ci-dessous.
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**Application du budget (conformance X4)** : le moteur applique désormais le
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budget d'action PF1e (CRB « Actions in Combat ») à TOUTE séquence renvoyée par
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@@ -403,8 +404,9 @@ Règles modélisées :
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`run` (round complet en RAW — il consacre le standard ET le mouvement, tout
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en posant `moved_this_turn` et `running`) ;
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**libre/conditionnel (hors budget)** = `wait`, `free`, `immediate` (hors-tour ;
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il consomme le PROCHAIN swift via `immediate_used`, pas les compartiments du
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tour courant), `5foot_step` (pas libre, exclusif avec tout autre mouvement via
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il consomme le PROCHAIN swift via `immediate_used` ; pendant son propre tour,
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il consomme le swift du tour courant via `swift_used_this_turn` — conformance
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L10), `5foot_step` (pas libre, exclusif avec tout autre mouvement via
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`moved_this_turn`), `drop_prone`, `activate_power_attack` et `fight_defensively`
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(des déclarations de mode appliquées à l'attaque qui les suit, comme le
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basculement Power Attack). Ordre de composition : le pré-filtre des temps
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@@ -644,9 +646,18 @@ Règles modélisées :
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`reaction_policy(engine, state, event)` (défaut : aucune) ; sur événement
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(`attack_resolved`, `movement_step`, `spell_cast`, `damage_taken`) une
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réaction `Action(kind="immediate")` peut être exécutée hors tour — une par
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événement — et consomme le prochain swift de l'état (immédiate pendant le
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tour : exécutée, consomme aussi le prochain swift — simplification
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documentée). Les actions préparées (`ready`) sont traitées sur ces mêmes
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événement — et consomme le prochain swift de l'état (`immediate_used`).
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Conformance L10 (SRD « Immediate Actions ») : « Using an immediate action
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on your turn is the same as using a swift action and counts as your swift
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action for that turn » — une immédiate déclenchée **pendant le tour** du
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combattant consomme le swift du **tour courant** (`swift_used_this_turn`,
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posé par le moteur sur l'acteur du tour) : tout swift encore présent dans
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la séquence est retiré (`downgraded:immediate_swift`) et aucune seconde
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immédiate ne part ce round ; le swift du tour **suivant** reste disponible
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(contrairement à l'immédiate hors-tour). Simplification documentée :
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l'interdiction RAW d'une seconde immédiate s'étend jusqu'au début du tour
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suivant, le moteur la borne au round en cours.
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Les actions préparées (`ready`) sont traitées sur ces mêmes
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événements **avant** et indépendamment de la politique de réaction (voir
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« Préparation » plus haut).
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- Ligne d'effet : une cible entièrement derrière un terrain `blocks_los` ne
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@@ -558,6 +558,10 @@ class CombatantState:
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grappled_with: str | None = None
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deed_up_close_and_deadly: bool = False
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immediate_used: bool = False
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# PF1e (SRD Immediate Actions): an immediate used ON your turn counts as
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# your swift action for that turn; it also caps the round at one
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# immediate. Reset at the start of your next turn (like moved_this_turn).
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swift_used_this_turn: bool = False
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summon_duration: int = 0
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summon_caster_id: str | None = None
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# Runtime weapon durability (not in the frozen data model): accumulated
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@@ -1019,6 +1023,10 @@ class CombatEngine:
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for st in states:
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self._apply_simple_monster_death(st)
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self._in_reaction = False
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# The combatant currently executing `_take_turn` (None between turns):
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# lets an immediate action tell in-turn from off-turn use (SRD
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# Immediate Actions).
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self._turn_actor: CombatantState | None = None
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self._transcript: list[str] = []
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self._stats: dict[str, _LiveStats] = {s.combatant.id: _LiveStats() for s in states}
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self._current_round = 0
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@@ -1511,31 +1519,49 @@ class CombatEngine:
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state.aid_attack_bonus = 0
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state.aid_ac_bonus = 0
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state.running = False
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state.swift_used_this_turn = False
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original = self._policy(self, state)
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results: list[ActionResult] = []
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actions = self._filter_turn_actions(state, original, results)
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before = len(self._transcript)
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was_delayed = state.delayed_this_round
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disabled = self._is_disabled(state)
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for action in actions:
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if not state.active:
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break
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results.append(self._execute(state, action))
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if disabled and state.hp == 0 and action.kind not in _DISABLED_MOVE_KINDS:
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# PF1e (CRB, Disabled): completing a standard (or otherwise
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# strenuous) action costs 1 hp — the creature slips to -1 and
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# is dying. Simplification: if the action itself healed the
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# creature above 0 hp the cost is not applied.
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state.hp -= 1
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"disabled: strenuous action costs 1 hp (hp 0 -> -1, dying)"
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)
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if state.delayed_this_round and not was_delayed:
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# A fresh delay forfeits the rest of the turn.
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break
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if self._winner_side() is not None:
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break
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self._turn_actor = state
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try:
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for action in actions:
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if not state.active:
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break
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if state.swift_used_this_turn and (
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_effective_slot(action, self._cast_time_of) == "swift"
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):
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# PF1e (SRD Immediate Actions): the in-turn immediate
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# already spent this turn's swift slot.
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results.append(
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ActionResult(
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kind=action.kind,
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ok=False,
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reason=_REASON_DOWNGRADED_IMMEDIATE_SWIFT,
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)
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)
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continue
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results.append(self._execute(state, action))
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if disabled and state.hp == 0 and action.kind not in _DISABLED_MOVE_KINDS:
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# PF1e (CRB, Disabled): completing a standard (or otherwise
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# strenuous) action costs 1 hp — the creature slips to -1 and
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# is dying. Simplification: if the action itself healed the
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# creature above 0 hp the cost is not applied.
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state.hp -= 1
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"disabled: strenuous action costs 1 hp (hp 0 -> -1, dying)"
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)
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if state.delayed_this_round and not was_delayed:
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# A fresh delay forfeits the rest of the turn.
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break
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if self._winner_side() is not None:
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break
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finally:
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self._turn_actor = None
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if state.active and len(self._transcript) == before:
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self._log(f"round {self._current_round} {state.combatant.id}: wait")
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# Assigned at the END of the turn (never reset at the start): the
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@@ -3773,12 +3799,21 @@ class CombatEngine:
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) -> None:
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"""Execute an immediate action (off-turn or in-turn).
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The immediate action consumes the combatant's next swift action
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(``immediate_used``), which suppresses swift/free bonus actions on the
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following turn. The effect is resolved by the action's carrier fields:
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a spell, a maneuver, a class ability, or a single attack on ``target``.
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PF1e (SRD Immediate Actions): "Using an immediate action on your turn
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is the same as using a swift action and counts as your swift action
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for that turn." An immediate fired during the creature's OWN turn
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therefore spends the CURRENT turn's swift (``swift_used_this_turn``:
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swift actions later in the sequence are dropped, and no further
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immediate fires this round). Off-turn, the immediate consumes the
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NEXT turn's swift (``immediate_used``), which suppresses swift/free
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bonus actions on the following turn. The effect is resolved by the
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action's carrier fields: a spell, a maneuver, a class ability, or a
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single attack on ``target``.
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"""
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state.immediate_used = True
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if self._turn_actor is state:
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state.swift_used_this_turn = True
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else:
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state.immediate_used = True
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if action.spell_name is not None:
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self._execute_cast_spell(
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state, target, action.spell_name, target_pos=action.target_pos,
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@@ -3822,7 +3857,7 @@ class CombatEngine:
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if self._reaction_policy is None:
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return
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for state in self._states:
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if not state.active or state.immediate_used:
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if not state.active or state.immediate_used or state.swift_used_this_turn:
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continue
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action = self._reaction_policy(self, state, event)
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if action is None:
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@@ -6537,8 +6572,9 @@ def _nauseated_filter(actions: tuple[Action, ...]) -> tuple[Action, ...]:
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# (spell + full attack in one round), run (4x-speed movement, PF1e
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# full-round); consumes the standard AND the move slot
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# - free/conditional (everything else, no budget): wait, free, immediate
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# (off-turn; it consumes the NEXT swift via immediate_used, not this turn's
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# slots), 5foot_step (free step, mutually exclusive with other movement via
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# (off-turn it consumes the NEXT swift via immediate_used; on your own turn
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# it consumes THIS turn's swift via swift_used_this_turn — SRD Immediate
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# Actions), 5foot_step (free step, mutually exclusive with other movement via
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# moved_this_turn), drop_prone, activate_power_attack and fight_defensively
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# (mode declarations applied to the attack that follows them, like the
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# Power Attack toggle), summon is not a kind (summons arrive via cast_spell).
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@@ -190,7 +190,7 @@ def test_immediate_attack_reaction_executes() -> None:
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def test_immediate_consumes_next_swift() -> None:
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"""An immediate action consumes the swift action of the next turn."""
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"""An OFF-TURN immediate action consumes the swift action of the next turn."""
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hero = make_combatant("hero", initiative_mod=5)
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goblin = make_combatant("goblin")
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hero_state = make_state(hero, "players", (1, 1))
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@@ -218,7 +218,12 @@ def test_immediate_consumes_next_swift() -> None:
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_engine: CombatEngine, state: CombatantState, event: ReactionEvent
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) -> Action | None:
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nonlocal reacted
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if state.combatant.id == "hero" and event.kind == "attack_resolved" and not reacted:
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if (
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state.combatant.id == "hero"
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and event.kind == "attack_resolved"
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and event.actor.combatant.id == "goblin"
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and not reacted
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):
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reacted = True
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return Action(kind="immediate", target_id="goblin")
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return None
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@@ -239,6 +244,59 @@ def test_immediate_consumes_next_swift() -> None:
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assert deed_rounds == [1, 3]
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def test_in_turn_immediate_consumes_current_swift() -> None:
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"""SRD Immediate Actions: "Using an immediate action on your turn is the
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same as using a swift action and counts as your swift action for that
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turn." The hero attacks; its own attack_resolved event triggers its
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in-turn reaction, spending the current swift — so the deed that follows
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in the same sequence is dropped, and the next turn's swift stays free."""
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hero = make_combatant("hero", initiative_mod=5)
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goblin = make_combatant("goblin")
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hero_state = make_state(hero, "players", (1, 1))
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hero_state.resources_left = {"grit": 2}
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states = [hero_state, make_state(goblin, "monsters", (1, 2))]
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reacted = False
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def deed_policy(
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_engine: CombatEngine, state: CombatantState
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) -> tuple[Action, ...]:
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if state.combatant.id == "hero":
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return (
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Action(kind="attack", target_id="goblin"),
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Action(kind="deed", target_id="goblin", deed_name="up_close_and_deadly"),
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)
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return (Action(kind="wait"),)
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def reaction_policy(
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_engine: CombatEngine, state: CombatantState, event: ReactionEvent
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) -> Action | None:
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nonlocal reacted
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if (
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state.combatant.id == "hero"
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and event.kind == "attack_resolved"
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and event.actor.combatant.id == "hero"
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and not reacted
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):
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reacted = True
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return Action(kind="immediate", target_id="goblin")
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return None
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engine = CombatEngine(
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SeededRng(4),
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make_grid(),
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states,
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policy=deed_policy,
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reaction_policy=reaction_policy,
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)
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engine._roll_initiative()
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engine._take_turn(hero_state)
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# The in-turn immediate spent the current swift: the deed is dropped...
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reasons = [(r.kind, r.reason) for r in hero_state.last_action_results]
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assert ("deed", "downgraded:immediate_swift") in reasons
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# ...and the NEXT turn's swift is NOT consumed (unlike the off-turn rule).
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assert hero_state.immediate_used is False
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def test_immediate_in_turn_sequence_executes() -> None:
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"""An immediate action in the turn sequence executes like an attack."""
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hero = make_combatant("hero", initiative_mod=5)
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