fix(combat): bound cackle hex extension
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"""Tests for the cackle hex: bound the extension of hex conditions (Task 9).
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Cackle must extend exactly one +1 round per pre-existing hex condition, in a
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single pass, without re-extending the replacements it appends. The pre-fix code
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mutated ``target.active_conditions`` (remove/append) while iterating it, which
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grew the list unboundedly and looped forever.
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"""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.conditions import CONDITIONS_BY_NAME
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.effects import ActiveCondition
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng
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if TYPE_CHECKING:
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from collections.abc import Collection
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_HEX_SOURCES = ("hex: evil_eye by caster", "hex: evil_eye by caster-2")
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_ROUNDS_BEFORE = (2, 1)
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def _make_witch(cid: str = "caster") -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="dagger",
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kind="melee",
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attack_bonus=2,
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damage=[DamageComponent(formula=parse_dice("1d4"), types=["piercing"])],
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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=5,
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size="Medium",
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abilities=AbilityScores(
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str_score=10, dex_score=14, con_score=12,
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int_score=18, wis_score=12, cha_score=10,
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),
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hp_max=20,
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ac=ACProfile(total=12, touch=12, flat_footed=10),
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bab=2,
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initiative_mod=2,
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speed_land_ft=30,
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saves=Saves(fort=3, ref=4, will=4),
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attacks=[attack],
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casting_ability="int",
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spell_slots={1: 4},
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resources={"hexes": 3},
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)
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def _make_target(cid: str = "target") -> Combatant:
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attack = AttackSpec(
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id=f"{cid}-w",
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name="club",
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kind="melee",
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attack_bonus=3,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
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)
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return Combatant(
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id=cid,
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name=cid,
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level=1,
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size="Medium",
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=10,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=30,
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ac=ACProfile(total=10, touch=10, flat_footed=10),
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bab=1,
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=2, ref=2, will=2),
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attacks=[attack],
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)
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def _make_engine() -> tuple[CombatEngine, CombatantState, CombatantState]:
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c = CombatantState(
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combatant=_make_witch(), side="players", pos=(0, 0), hp=20,
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resources_left={"hexes": 3},
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)
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t = CombatantState(
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combatant=_make_target(), side="monsters", pos=(3, 0), hp=30,
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)
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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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engine = CombatEngine(ScriptedRng([]), Grid.from_spec(spec), [c, t])
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return engine, c, t
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def _seed_hex_conditions(target: CombatantState) -> dict[str, int]:
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target.active_conditions = [
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ActiveCondition(
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condition=CONDITIONS_BY_NAME["shaken"],
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rounds_left=rounds,
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source=source,
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)
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for source, rounds in zip(_HEX_SOURCES, _ROUNDS_BEFORE, strict=True)
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]
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return dict(zip(_HEX_SOURCES, _ROUNDS_BEFORE, strict=True))
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def _rounds_by_source(conditions: Collection[ActiveCondition]) -> dict[str, int]:
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return {ac.source: ac.rounds_left for ac in conditions}
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class TestCackleExtendsHexOnce:
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"""Given: a target carrying 2 pre-existing hex conditions (2 Evil Eyes,
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rounds_left 2 and 1)
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When: the witch cackles
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Then: EXACTLY 2 extensions of +1 round happen — each hex's rounds_left
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rises by 1, the total hex-condition count stays 2 (no growth), and the
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call terminates (the pre-fix loop never did)."""
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def test_exactly_two_hex_extensions_of_one_round(self) -> None:
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engine, c, t = _make_engine()
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expected = _seed_hex_conditions(t)
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engine._hex_cackle(c, t)
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after = _rounds_by_source(t.active_conditions)
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assert len(after) == 2
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assert after == {source: rounds + 1 for source, rounds in expected.items()}
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