feat(observation): expose remaining attacks of opportunity
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@@ -448,7 +448,9 @@ Règles modélisées :
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la case actuelle porte une AoO avant que le mouvant ne la quitte ; (2) tirer
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avec une arme à distance depuis une case menacée — chaque ennemi menaçant
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porte une AoO avant chaque tir. Une AoO par combattant par round (piste
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`_aoo_used`, réinitialisée au début du round) ; les AoO sont toujours portées
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`_aoo_used`, réinitialisée au début du round) ; le budget restant est exposé
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dans l'Observation via la clé `aoo_remaining` par combattant ; les AoO sont
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toujours portées
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(PF1e permet de les décliner, le simulateur ne le fait pas). Le pas de
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placement (5 ft) ne provoque jamais d'AoO (voir ci-dessous) ; la retraite ne
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protège que la case de départ (voir ci-dessous).
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@@ -653,7 +655,10 @@ Règles modélisées :
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defensive_ac_bonus (int — bonus d'esquive à la CA de la défense totale
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(+4) ou du combat défensif (+2), réinitialisé au début du tour du
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combattant), fight_defensively (bool — combat défensif actif : −4 aux
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jets d'attaque et de confirmation jusqu'au prochain tour).
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jets d'attaque et de confirmation jusqu'au prochain tour), aoo_remaining
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(int — attaques d'opportunité restantes ce round : `_aoo_allowance`
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(1 par défaut, 1 + mod de Dex avec Combat Reflexes, plancher 1) moins les
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AoO déjà consommées, réinitialisé à chaque nouveau round, jamais négatif).
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- Par paire combattant actif × cible : target_index, distance_ft, weapon_for,
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range_penalty, can_charge, can_step5_to_attack, has_line_of_effect,
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flanking, movement_cost_ft, target_threatens_me, enemies_threatening_me,
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@@ -883,6 +883,10 @@ class CombatEngine:
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"power_attack": state.power_attack,
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"defensive_ac_bonus": state.defensive_ac_bonus,
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"fight_defensively": state.fight_defensively,
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"aoo_remaining": max(
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0,
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self._aoo_allowance(state) - self._aoo_used.get(state.combatant.id, 0),
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),
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"name": state.combatant.name,
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"level": state.combatant.level,
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"size": state.combatant.size,
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@@ -0,0 +1,164 @@
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"""U6c: per-combatant ``aoo_remaining`` in the Observation snapshot.
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The combatant dict now exposes how many attacks of opportunity the combatant
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still has this round: ``max(0, _aoo_allowance - _aoo_used[id])``. The
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allowance is 1 by default, ``1 + DEX mod`` (floor 1) with Combat Reflexes;
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``_aoo_used`` is cleared at the start of every round, so the budget is
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round-scoped. Pure read — no existing key changes, no RNG consumed.
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Covers:
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- (a) fresh combatant -> 1;
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- (b) Combat Reflexes with DEX mod +2 -> 3; a negative-DEX Combat Reflexes
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holder still gets the floor (1);
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- (c) recording one AoO used -> the snapshot decrements accordingly;
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- (d) never negative (floor 0) even when used exceeds the allowance;
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- (e) ``to_dict()`` stays JSON-serializable;
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- (f) resetting ``_aoo_used`` (new round) restores the full allowance;
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- the key is present for every combatant, not just the actor.
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"""
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from __future__ import annotations
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import json
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from pf1e_simulator.abilities import AbilitySpec
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.rng import ScriptedRng
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from tests.test_observation_enriched import (
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_snapshot,
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make_combatant,
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make_grid,
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make_state,
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)
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_COMBAT_REFLEXES = AbilitySpec(name="Combat Reflexes", category="feat", source_detail="feat lv1")
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def _engine(states: list[CombatantState]) -> CombatEngine:
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return CombatEngine(ScriptedRng([]), make_grid(), states)
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def _aoo(obs: dict, cid: str) -> int:
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for combatant in obs["combatants"]:
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if combatant["id"] == cid:
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value: int = combatant["aoo_remaining"]
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return value
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msg = f"combatant {cid} missing from snapshot"
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raise AssertionError(msg)
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# (a) fresh combatant -> 1
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def test_aoo_remaining_fresh_combatant_is_one() -> None:
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"""Given: two combatants, none has spent an AoO
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When: the Observation is built
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Then: every combatant exposes aoo_remaining 1."""
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hero = make_state(make_combatant("hero"), "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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obs = _snapshot(engine, hero)
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assert _aoo(obs, "hero") == 1
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assert _aoo(obs, "foe") == 1
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# (b) Combat Reflexes + DEX mod
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def test_aoo_remaining_combat_reflexes_dex_plus_two() -> None:
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"""Given: a combatant with Combat Reflexes and DEX 14 (mod +2)
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When: the Observation is built
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Then: aoo_remaining is 1 + 2 = 3."""
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cr = make_combatant("reflex", features=[_COMBAT_REFLEXES])
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cr = cr.model_copy(update={"abilities": cr.abilities.model_copy(update={"dex_score": 14})})
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hero = make_state(cr, "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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obs = _snapshot(engine, hero)
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assert _aoo(obs, "reflex") == 3
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assert _aoo(obs, "foe") == 1
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def test_aoo_remaining_combat_reflexes_negative_dex_floors_to_one() -> None:
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"""Given: a Combat Reflexes holder with DEX 6 (mod -2)
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When: the Observation is built
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Then: the allowance floor keeps aoo_remaining at 1."""
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cr = make_combatant("clumsy", features=[_COMBAT_REFLEXES])
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cr = cr.model_copy(update={"abilities": cr.abilities.model_copy(update={"dex_score": 6})})
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hero = make_state(cr, "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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obs = _snapshot(engine, hero)
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assert _aoo(obs, "clumsy") == 1
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# (c) spent AoO decrements the budget
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def test_aoo_remaining_decrements_after_spending() -> None:
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"""Given: a Combat Reflexes holder (allowance 3) that already spent 1 AoO
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When: the Observation is built
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Then: aoo_remaining is 2 for the spender and unchanged for the foe."""
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cr = make_combatant("reflex", features=[_COMBAT_REFLEXES])
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cr = cr.model_copy(update={"abilities": cr.abilities.model_copy(update={"dex_score": 14})})
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hero = make_state(cr, "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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engine._aoo_used["reflex"] = 1
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obs = _snapshot(engine, hero)
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assert _aoo(obs, "reflex") == 2
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assert _aoo(obs, "foe") == 1
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# (d) never negative
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def test_aoo_remaining_never_negative() -> None:
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"""Given: a combatant whose recorded AoO usage exceeds its allowance
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When: the Observation is built
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Then: aoo_remaining floors at 0."""
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hero = make_state(make_combatant("hero"), "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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engine._aoo_used["hero"] = 5
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obs = _snapshot(engine, hero)
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assert _aoo(obs, "hero") == 0
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# (e) JSON serializability
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def test_aoo_remaining_snapshot_is_json_serializable() -> None:
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"""Given: a snapshot whose combatants carry aoo_remaining
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When: to_dict() is dumped to JSON
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Then: serialization round-trips and keeps the new key."""
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hero = make_state(make_combatant("hero"), "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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engine._aoo_used["foe"] = 1
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data = json.loads(json.dumps(_snapshot(engine, hero)))
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assert _aoo(data, "hero") == 1
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assert _aoo(data, "foe") == 0
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# (f) round-scoped: clearing _aoo_used (new round) restores the budget
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def test_aoo_remaining_resets_on_new_round() -> None:
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"""Given: a combatant that spent its only AoO this round
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When: the engine clears _aoo_used (as it does at the start of each round)
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Then: the snapshot shows the full allowance again."""
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hero = make_state(make_combatant("hero"), "players", (0, 0))
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foe = make_state(make_combatant("foe"), "monsters", (0, 3))
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engine = _engine([hero, foe])
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engine._aoo_used["hero"] = 1
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assert _aoo(_snapshot(engine, hero), "hero") == 0
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engine._aoo_used.clear()
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assert _aoo(_snapshot(engine, hero), "hero") == 1
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