feat(combat): support off-turn immediate actions via reaction policy
This commit is contained in:
@@ -9,9 +9,13 @@ Phase 0 documented deviations from PF1e (conventions):
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straight-line charge path exists, `(5foot_step, full_attack)` when a single
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step brings the target into range, or `(move, attack)` otherwise (move at
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full speed along the Dijkstra path, then single attack). Immediate actions
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(off-turn, consume next swift) are deferred; flanking, full attack, charge,
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withdraw, and 5-foot step are modeled; attacks of opportunity are resolved
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inline (see below).
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(off-turn, consume next swift) are modeled via an opt-in ``reaction_policy``
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hook: each resolved attack, movement step, spell cast, and damage application
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emits a ``ReactionEvent``; the first combatant whose policy returns an
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``Action(kind="immediate")`` executes it immediately, and its next turn's
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swift action is consumed. Flanking, full attack, charge, withdraw, and
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5-foot step are modeled; attacks of opportunity are resolved inline (see
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below).
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- A weapon with `count` > 1 ("2x Talons") resolves `count` independent attacks
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in one attack action; remaining swings are lost once the target drops
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(down or dead) mid-routine. BAB iterative attacks (full-round action
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@@ -246,6 +250,7 @@ class CombatantState:
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power_attack: bool = False
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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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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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@@ -363,6 +368,26 @@ class Action:
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channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
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@dataclass(frozen=True)
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class ReactionEvent:
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"""An off-turn event a ``reaction_policy`` may react to.
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``kind`` describes what just happened: ``attack_resolved`` (a swing was
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resolved, ``actor`` is the attacker, ``target`` the defender, ``damage``
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the damage dealt), ``movement_step`` (``actor`` moved one cell),
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``spell_cast`` (``actor`` finished casting at ``target``), or
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``damage_taken`` (``target`` lost ``damage`` hp from a non-attack source
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such as a spell or channel energy). ``action`` is reserved for future
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use (the triggering action is not threaded through the engine today).
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"""
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kind: Literal["attack_resolved", "movement_step", "spell_cast", "damage_taken"]
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actor: CombatantState
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target: CombatantState | None = None
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damage: int = 0
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action: Action | None = None
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@dataclass(frozen=True)
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class CombatResult:
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"""Outcome of a full battle: winner, rounds, log, and per-combatant stats."""
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@@ -403,6 +428,7 @@ class CombatEngine:
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round_cap: int = 100,
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policy: Policy | None = None,
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spell_registry: dict[str, SpellSpec] | None = None,
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reaction_policy: ReactionPolicy | None = None,
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) -> None:
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self._rng = rng
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self._grid = grid
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@@ -410,6 +436,8 @@ class CombatEngine:
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self._round_cap = round_cap
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self._policy = policy if policy is not None else default_policy
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self._spell_registry = spell_registry or {}
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self._reaction_policy = reaction_policy
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self._in_reaction = False
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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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@@ -443,6 +471,9 @@ class CombatEngine:
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state.moved_this_turn = False
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state.power_attack = False
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actions = self._policy(self, state)
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if state.immediate_used:
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actions = _without_swift_bonus(actions)
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state.immediate_used = False
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if self._has_condition_named(state, "staggered"):
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actions = _staggered_filter(actions)
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elif self.has_condition_flag(state, "cant_attack"):
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@@ -1407,6 +1438,11 @@ class CombatEngine:
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break
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attacker.pos = step
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actual_path.append(step)
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self._check_reactions(
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ReactionEvent(kind="movement_step", actor=attacker)
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)
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if not attacker.active:
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break
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if actual_path:
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attacker.moved_this_turn = True
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coords = "->".join(f"({p[0]},{p[1]})" for p in (start, *actual_path))
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@@ -1440,6 +1476,8 @@ class CombatEngine:
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self._withdraw(state, target)
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elif kind in ("attack", "full_attack"):
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self._execute_attack(state, target, kind)
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elif kind == "immediate":
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self._execute_immediate(state, target, action)
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else:
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self._execute_movement(state, target, kind)
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@@ -1476,6 +1514,46 @@ class CombatEngine:
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elif kind == "wait":
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self._log(f"round {self._current_round} {state.combatant.id}: wait")
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def _execute_immediate(
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self, state: CombatantState, target: CombatantState | None, action: Action
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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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"""
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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(state, target, action.spell_name)
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elif action.maneuver is not None:
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self._execute_maneuver(state, target, action.maneuver)
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elif action.class_ability is not None:
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self._execute_class_ability(state, target, action)
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elif target is not None:
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self._execute_attack(state, target, "attack")
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def _check_reactions(self, event: ReactionEvent) -> None:
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"""Offer an event to the reaction policy; execute the first immediate.
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One immediate per event: the first active combatant (in state order)
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whose policy returns an action gets to act. Reactions never cascade —
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while an immediate is executing, further events are ignored.
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"""
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if self._reaction_policy is None or self._in_reaction:
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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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continue
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action = self._reaction_policy(self, state, event)
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if action is None:
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continue
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self._in_reaction = True
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self._execute(state, action)
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self._in_reaction = False
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return
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def _execute_cast_spell(
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self,
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state: CombatantState,
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@@ -1887,6 +1965,14 @@ class CombatEngine:
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f"round {self._current_round} {state.combatant.id}: "
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f"{affected_state.combatant.id} dead"
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)
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self._check_reactions(
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ReactionEvent(
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kind="damage_taken",
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actor=state,
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target=affected_state,
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damage=dmg,
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)
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)
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def _execute_hex(
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self, state: CombatantState, target: CombatantState | None, hex_name: str | None
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@@ -2182,6 +2268,10 @@ class CombatEngine:
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f"round {self._current_round} {caster.combatant.id}: "
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f"{target.combatant.id} dead"
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)
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self._check_reactions(
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ReactionEvent(kind="spell_cast", actor=caster, target=target)
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)
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def _apply_spell_effects(
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self,
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spell: SpellSpec,
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@@ -2246,7 +2336,7 @@ class CombatEngine:
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if isinstance(effect, DamageEffect):
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return self._apply_damage_effect(
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effect, target, caster_live, target_live,
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saved=saved, empower=empower, maximize=maximize,
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saved=saved, empower=empower, maximize=maximize, caster=caster,
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)
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if isinstance(effect, ConditionEffect):
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return self._apply_condition_effect(effect, target, saved=saved, spell_name=spell_name)
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@@ -2264,6 +2354,7 @@ class CombatEngine:
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saved: bool,
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empower: bool,
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maximize: bool,
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caster: CombatantState,
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) -> str:
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raw = effect.formula.roll(self._rng)
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if maximize:
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@@ -2279,6 +2370,11 @@ class CombatEngine:
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target.hp -= dmg
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caster_live.damage_dealt += dmg
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target_live.damage_taken += dmg
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self._check_reactions(
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ReactionEvent(
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kind="damage_taken", actor=caster, target=target, damage=dmg
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)
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)
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return f"{dmg} damage"
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def _apply_condition_effect(
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@@ -2576,6 +2672,14 @@ class CombatEngine:
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f"{target.combatant.id} down"
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)
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return True
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self._check_reactions(
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ReactionEvent(
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kind="attack_resolved",
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actor=attacker,
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target=target,
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damage=result.damage,
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)
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)
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return False
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def _attack(
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@@ -2652,6 +2756,9 @@ class CombatEngine:
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break
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state.pos = step
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actual_path.append(step)
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self._check_reactions(ReactionEvent(kind="movement_step", actor=state))
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if not state.active:
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break
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if actual_path:
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state.moved_this_turn = True
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coords = "->".join(f"({p[0]},{p[1]})" for p in (start, *actual_path))
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@@ -2791,6 +2898,9 @@ class CombatEngine:
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break
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state.pos = step
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actual_path.append(step)
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self._check_reactions(ReactionEvent(kind="movement_step", actor=state))
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if not state.active:
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break
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if actual_path:
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state.moved_this_turn = True
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coords = "->".join(f"({p[0]},{p[1]})" for p in (start, *actual_path))
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@@ -2926,6 +3036,16 @@ _FULL_ROUND_KINDS: frozenset[str] = frozenset({"full_attack", "charge", "withdra
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_STANDARD_KINDS: frozenset[str] = frozenset({
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"attack", "cast_spell", "maneuver", "hex", "deed", "spell_combat", "channel_energy",
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})
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_SWIFT_BONUS_KINDS: frozenset[str] = frozenset({"deed", "inspire_courage", "swift"})
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def _without_swift_bonus(actions: tuple[Action, ...]) -> tuple[Action, ...]:
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"""Drop swift/free bonus actions (deed, inspire_courage, swift).
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An immediate action consumes the combatant's next swift action; the
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policy-returned sequence is filtered so no swift bonus fires that turn.
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"""
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return tuple(a for a in actions if a.kind not in _SWIFT_BONUS_KINDS)
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def _staggered_filter(actions: tuple[Action, ...]) -> tuple[Action, ...]:
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@@ -2953,6 +3073,10 @@ def _nauseated_filter(actions: tuple[Action, ...]) -> tuple[Action, ...]:
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Policy = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
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ReactionPolicy = Callable[
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[CombatEngine, CombatantState, ReactionEvent], Action | None
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]
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def default_policy(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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"""Full-attack the nearest enemy; cast spells; charge, 5ft-step, or approach if out of range.
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@@ -0,0 +1,353 @@
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"""Tests for off-turn immediate actions (B5.4).
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A ``reaction_policy`` hook lets a combatant act outside its own turn with an
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``Action(kind="immediate")``. Per PF1e, an immediate action consumes the swift
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action of the combatant's next turn. The hook is opt-in: without a
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``reaction_policy`` the engine behaves exactly as before.
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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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Action,
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CombatantState,
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CombatEngine,
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CombatResult,
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ReactionEvent,
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ReactionPolicy,
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default_policy,
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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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Saves,
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)
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from pf1e_simulator.rng import SeededRng
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from pf1e_simulator.spells import DamageEffect, SpellSpec
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def make_combatant(
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cid: str,
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*,
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hp: int = 30,
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ac: int = 15,
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attack_bonus: int = 5,
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damage: str = "1d6",
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initiative_mod: int = 0,
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speed: int = 30,
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kind: Literal["melee", "ranged"] = "melee",
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) -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="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=[
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DamageComponent(
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formula=parse_dice(damage),
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types=["piercing"] if kind == "ranged" else ["slashing"],
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)
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],
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range_increment_ft=60 if kind == "ranged" else None,
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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=12,
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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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)
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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 test_reaction_policy_records_events() -> None:
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"""A reaction policy is invoked for movement and attack events."""
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hero = make_combatant("hero", initiative_mod=5)
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goblin = make_combatant("goblin")
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states = [make_state(hero, "players", (1, 1)), make_state(goblin, "monsters", (1, 6))]
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events: list[ReactionEvent] = []
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def approach_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="move", target_id="goblin"),
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Action(kind="attack", target_id="goblin"),
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)
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return default_policy(_engine, state)
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def recording_policy(
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_engine: CombatEngine,
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_state: CombatantState,
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event: ReactionEvent,
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) -> Action | None:
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events.append(event)
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return None
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engine = CombatEngine(
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SeededRng(3),
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make_grid(),
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states,
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policy=approach_policy,
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reaction_policy=recording_policy,
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)
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engine.run()
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assert any(e.kind == "movement_step" for e in events)
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assert any(e.kind == "attack_resolved" for e in events)
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def test_no_reaction_policy_runs_unchanged() -> None:
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"""A no-op reaction policy leaves the transcript bit-identical."""
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def make_run(reaction_policy: ReactionPolicy | None = None) -> CombatResult:
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states = [
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make_state(make_combatant("hero", initiative_mod=5), "players", (1, 1)),
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make_state(make_combatant("goblin"), "monsters", (1, 2)),
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]
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return CombatEngine(
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SeededRng(9), make_grid(), states, reaction_policy=reaction_policy
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).run()
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def noop_policy(
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_engine: CombatEngine,
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_state: CombatantState,
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_event: ReactionEvent,
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) -> Action | None:
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return None
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assert make_run(reaction_policy=noop_policy).transcript == make_run().transcript
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def test_immediate_attack_reaction_executes() -> None:
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"""A waiting ally can react to an enemy attack with an immediate attack."""
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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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goblin_state = make_state(goblin, "monsters", (1, 2))
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states = [hero_state, goblin_state]
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def wait_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 (Action(kind="wait"),)
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return default_policy(_engine, state)
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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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if (
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state.combatant.id == "hero"
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and event.kind == "attack_resolved"
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and event.target is not None
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and event.target.combatant.id == "hero"
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):
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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=wait_policy,
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reaction_policy=reaction_policy,
|
||||
)
|
||||
result = engine.run()
|
||||
assert any("hero: short sword vs goblin" in line for line in result.transcript)
|
||||
assert goblin_state.hp < 30
|
||||
|
||||
|
||||
def test_immediate_consumes_next_swift() -> None:
|
||||
"""An immediate action consumes the swift action of the next turn."""
|
||||
hero = make_combatant("hero", initiative_mod=5)
|
||||
goblin = make_combatant("goblin")
|
||||
hero_state = make_state(hero, "players", (1, 1))
|
||||
hero_state.resources_left = {"grit": 2}
|
||||
states = [hero_state, make_state(goblin, "monsters", (1, 2))]
|
||||
reacted = False
|
||||
|
||||
def deed_policy(
|
||||
_engine: CombatEngine, state: CombatantState
|
||||
) -> tuple[Action, ...]:
|
||||
if state.combatant.id == "hero":
|
||||
if state.resources_left.get("grit", 0) > 0:
|
||||
return (
|
||||
Action(
|
||||
kind="deed",
|
||||
target_id="goblin",
|
||||
deed_name="up_close_and_deadly",
|
||||
),
|
||||
Action(kind="attack", target_id="goblin"),
|
||||
)
|
||||
return (Action(kind="attack", target_id="goblin"),)
|
||||
return default_policy(_engine, state)
|
||||
|
||||
def reaction_policy(
|
||||
_engine: CombatEngine, state: CombatantState, event: ReactionEvent
|
||||
) -> Action | None:
|
||||
nonlocal reacted
|
||||
if state.combatant.id == "hero" and event.kind == "attack_resolved" and not reacted:
|
||||
reacted = True
|
||||
return Action(kind="immediate", target_id="goblin")
|
||||
return None
|
||||
|
||||
engine = CombatEngine(
|
||||
SeededRng(4),
|
||||
make_grid(),
|
||||
states,
|
||||
policy=deed_policy,
|
||||
reaction_policy=reaction_policy,
|
||||
)
|
||||
result = engine.run()
|
||||
deed_rounds = [
|
||||
int(line.split()[1])
|
||||
for line in result.transcript
|
||||
if "hero: deed Up Close and Deadly activated" in line
|
||||
]
|
||||
assert deed_rounds == [1, 3]
|
||||
|
||||
|
||||
def test_immediate_in_turn_sequence_executes() -> None:
|
||||
"""An immediate action in the turn sequence executes like an attack."""
|
||||
hero = make_combatant("hero", initiative_mod=5)
|
||||
goblin = make_combatant("goblin")
|
||||
hero_state = make_state(hero, "players", (1, 1))
|
||||
goblin_state = make_state(goblin, "monsters", (1, 2))
|
||||
states = [hero_state, goblin_state]
|
||||
|
||||
def immediate_policy(
|
||||
_engine: CombatEngine, state: CombatantState
|
||||
) -> tuple[Action, ...]:
|
||||
if state.combatant.id == "hero":
|
||||
return (Action(kind="immediate", target_id="goblin"),)
|
||||
return default_policy(_engine, state)
|
||||
|
||||
engine = CombatEngine(
|
||||
SeededRng(4),
|
||||
make_grid(),
|
||||
states,
|
||||
policy=immediate_policy,
|
||||
)
|
||||
result = engine.run()
|
||||
assert any("hero: short sword vs goblin" in line for line in result.transcript)
|
||||
assert goblin_state.hp < 30
|
||||
|
||||
|
||||
def test_reaction_determinism_same_seed_identical_transcripts() -> None:
|
||||
"""Reactions draw from the engine RNG: same seed, identical transcripts."""
|
||||
|
||||
def make_run() -> CombatResult:
|
||||
hero = make_combatant("hero", initiative_mod=5)
|
||||
goblin = make_combatant("goblin")
|
||||
states = [make_state(hero, "players", (1, 1)), make_state(goblin, "monsters", (1, 2))]
|
||||
|
||||
def wait_policy(
|
||||
_engine: CombatEngine, state: CombatantState
|
||||
) -> tuple[Action, ...]:
|
||||
if state.combatant.id == "hero":
|
||||
return (Action(kind="wait"),)
|
||||
return default_policy(_engine, state)
|
||||
|
||||
def reaction_policy(
|
||||
_engine: CombatEngine, state: CombatantState, event: ReactionEvent
|
||||
) -> Action | None:
|
||||
if (
|
||||
state.combatant.id == "hero"
|
||||
and event.kind == "attack_resolved"
|
||||
and event.target is not None
|
||||
and event.target.combatant.id == "hero"
|
||||
):
|
||||
return Action(kind="immediate", target_id="goblin")
|
||||
return None
|
||||
|
||||
return CombatEngine(
|
||||
SeededRng(7),
|
||||
make_grid(),
|
||||
states,
|
||||
policy=wait_policy,
|
||||
reaction_policy=reaction_policy,
|
||||
).run()
|
||||
|
||||
result_one = make_run()
|
||||
result_two = make_run()
|
||||
assert result_one.transcript == result_two.transcript
|
||||
assert result_one.transcript
|
||||
assert any("hero: short sword vs goblin" in line for line in result_one.transcript)
|
||||
|
||||
|
||||
def test_damage_taken_reaction_fires() -> None:
|
||||
"""A reaction policy can react to spell damage taken."""
|
||||
caster = make_combatant("caster", hp=50)
|
||||
reactor = make_combatant("reactor", hp=50, kind="ranged")
|
||||
caster_state = make_state(caster, "players", (1, 1))
|
||||
reactor_state = make_state(reactor, "monsters", (1, 3))
|
||||
states = [caster_state, reactor_state]
|
||||
|
||||
bolt = SpellSpec(
|
||||
name="Bolt",
|
||||
level=1,
|
||||
school="evocation",
|
||||
range="close",
|
||||
save="none",
|
||||
effects=(DamageEffect(formula=parse_dice("1d6"), types=("force",)),),
|
||||
)
|
||||
|
||||
def cast_policy(
|
||||
_engine: CombatEngine, state: CombatantState
|
||||
) -> tuple[Action, ...]:
|
||||
if state.combatant.id == "caster":
|
||||
return (Action(kind="cast_spell", target_id="reactor", spell_name="Bolt"),)
|
||||
if state.combatant.id == "reactor":
|
||||
return (Action(kind="wait"),)
|
||||
return default_policy(_engine, state)
|
||||
|
||||
def reaction_policy(
|
||||
_engine: CombatEngine, state: CombatantState, event: ReactionEvent
|
||||
) -> Action | None:
|
||||
if state.combatant.id == "reactor" and event.kind == "damage_taken":
|
||||
return Action(kind="immediate", target_id="caster")
|
||||
return None
|
||||
|
||||
engine = CombatEngine(
|
||||
SeededRng(4),
|
||||
make_grid(),
|
||||
states,
|
||||
policy=cast_policy,
|
||||
spell_registry={"Bolt": bolt},
|
||||
reaction_policy=reaction_policy,
|
||||
)
|
||||
result = engine.run()
|
||||
assert any("reactor: short bow vs caster" in line for line in result.transcript)
|
||||
assert caster_state.hp < 50
|
||||
Reference in New Issue
Block a user