feat(combat): add ready action with triggers

This commit is contained in:
2026-09-10 12:39:28 +02:00
parent f83e4b8016
commit ab02597bc4
3 changed files with 547 additions and 13 deletions
+26 -3
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@@ -306,6 +306,24 @@ Règles modélisées :
round est rejeté (`already_delayed`), et le drapeau se réinitialise au début
de chaque round. `default_policy` ne choisit pas le retard (disponible via
une politique personnalisée).
- Préparation (`Action(kind="ready", ready_trigger=...)`, action standard) : le
combattant se prépare à agir quand un événement déclencheur survient. Le
payload est encodé dans les champs porteurs de l'action, comme l'immédiate :
`spell_name` → incantation, `maneuver` → manœuvre (avec `direction` /
`trick_condition`), sinon attaque simple sur `target_id` (les capacités de
classe en payload ne sont pas modélisées). Quatre déclencheurs, mappés aux
événements de réaction existants : `enemy_enters_reach` ← pas de mouvement
d'un ennemi (simplification documentée : la portée menacée n'est pas
recalculée, tout pas ennemi déclenche), `enemy_casts` ← incantation d'un
ennemi, `enemy_attacks` ← attaque résolue d'un ennemi, `enemy_hits_ally` ←
dégâts subis par un allié du préparant infligés par un ennemi. Quand
l'événement correspond, le moteur exécute le payload **hors-tour, sans coût
de swift** (au plus une action préparée par événement, sans cascade), puis
l'action préparée est **consommée** (one-shot). Une nouvelle préparation
remplace la précédente ; le reste du tour (action de mouvement) reste
exécutable. Le snapshot expose l'état via la clé `readied`
(`{kind, trigger}` ou `None`). `default_policy` ne se prépare pas
(disponible via une politique personnalisée).
- Retour d'exécution des actions : chaque action produit un `ActionResult`
explicite (kind, ok, reason) consigné dans le snapshot (`last_turn_results`
au tour suivant). Les actions invalides sont rejetées et journalisées au lieu
@@ -315,7 +333,8 @@ Règles modélisées :
par les filtres staggered/nauseated (ou swift consommé par une immédiate) →
`downgraded:staggered` / `downgraded:nauseated` / `downgraded:immediate_swift` ;
retard valide → `ok=True, reason="delayed"`, second retard du même round →
`ok=False, reason="already_delayed"`.
`ok=False, reason="already_delayed"` ; préparation valide →
`ok=True, reason="ready"`.
- Attaques multiples par action : une arme avec `count` > 1 (« 2x Talons »)
résout `count` balayages indépendants dans la même action ; les balayages
restants sont perdus si la cible tombe (inconsciente ou morte) en cours de
@@ -350,7 +369,9 @@ Règles modélisées :
réaction `Action(kind="immediate")` peut être exécutée hors tour — une par
événement — et consomme le prochain swift de l'état (immédiate pendant le
tour : exécutée, consomme aussi le prochain swift — simplification
documentée).
documentée). Les actions préparées (`ready`) sont traitées sur ces mêmes
événements **avant** et indépendamment de la politique de réaction (voir
« Préparation » plus haut).
- Ligne d'effet : une cible entièrement derrière un terrain `blocks_los` ne
peut pas être attaquée — la politique se déplace jusqu'à gagner une ligne de
visée.
@@ -570,7 +591,9 @@ Règles modélisées :
inconsciente), stabilized (bool — stabilisée pendant son agonie, ne perd
plus de pv tant qu'aucune nouvelle blessure ne la remet en agonie),
last_turn_results (tuple de {kind, ok, reason} — résultat d'exécution du
dernier tour, pour que la policy apprenne les actions rejetées/dégradées).
dernier tour, pour que la policy apprenne les actions rejetées/dégradées),
readied ({kind, trigger} de l'action préparée ou None — préparation en
cours, consommée quand le déclencheur la fait tirer).
- Par paire combattant actif × cible : target_index, distance_ft, weapon_for,
range_penalty, can_charge, can_step5_to_attack, has_line_of_effect,
flanking, movement_cost_ft, target_threatens_me, enemies_threatening_me.
+145 -10
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@@ -13,7 +13,10 @@ Phase 0 documented deviations from PF1e (conventions):
hook: each resolved attack, movement step, spell cast, and damage application
emits a ``ReactionEvent``; the first combatant whose policy returns an
``Action(kind="immediate")`` executes it immediately, and its next turn's
swift action is consumed. Flanking, full attack, charge, withdraw, and
swift action is consumed. A readied action (``Action(kind="ready")``,
standard) stores a carrier-field payload that fires off-turn through the
same ``ReactionEvent`` machinery when its ``ready_trigger`` matches an
enemy event, then is consumed. Flanking, full attack, charge, withdraw, and
5-foot step are modeled; attacks of opportunity are resolved inline (see
below).
- A weapon with `count` > 1 ("2x Talons") resolves `count` independent attacks
@@ -114,6 +117,10 @@ if TYPE_CHECKING:
TrickCondition = Literal["dazzled", "blinded", "deafened", "entangled", "nauseated"]
ReadyTrigger = Literal[
"enemy_enters_reach", "enemy_casts", "enemy_attacks", "enemy_hits_ally"
]
from pf1e_simulator.los import (
cover_bonus_cells,
has_line_of_effect_cells,
@@ -350,6 +357,11 @@ class CombatantState:
# chose to act just before (None = end of the round). Reset at round start.
delayed_this_round: bool = False
delay_before: str | None = None
# Ready action (not in the frozen data model): the concrete payload the
# combatant prepared with its standard action, and the trigger event that
# fires it. Cleared when the readied action executes (one-shot).
readied: Action | None = None
readied_trigger: ReadyTrigger | None = None
def usable_attacks(self) -> list[AttackSpec]:
return [
@@ -509,7 +521,10 @@ class Action:
actions, ``immediate`` is an off-turn reaction (deferred). ``wait`` is a
no-op. ``delay`` is a standard action that forgoes the turn to act later
in the same round (end of order, or just before ``target_id``). The engine
executes a policy-returned sequence per turn.
executes a policy-returned sequence per turn. ``ready`` is a standard
action that prepares the carrier-field payload (spell / maneuver / attack
on ``target_id``) to fire off-turn when ``ready_trigger`` matches a
``ReactionEvent``; the readied action is then consumed.
"""
kind: Literal[
@@ -517,7 +532,7 @@ class Action:
"full_attack", "charge", "withdraw", "5foot_step", "cast_spell",
"maneuver", "channel_energy", "hex", "deed", "spell_combat",
"inspire_courage", "retrieve_weapon", "repair_weapon",
"activate_power_attack", "delay",
"activate_power_attack", "delay", "ready",
]
target_id: str | None = None
spell_name: str | None = None
@@ -530,18 +545,19 @@ class Action:
direction: tuple[int, int] | None = None # steering for directional maneuvers
trick_condition: TrickCondition | None = None # dirty trick condition choice
weapon_id: str | None = None # weapon id for retrieve_weapon / repair_weapon
ready_trigger: ReadyTrigger | None = None # ready action trigger event
# Normalized action-result reason vocabulary. U1 emits ok, unsupported_kind,
# missing_target and the downgraded:* reasons; no_weapon, out_of_range,
# no_line_of_effect, no_slot and insufficient_resource are declared here for
# the deeper execution-feedback package (U6b). U3 adds delayed /
# already_delayed for the delay action.
# already_delayed for the delay action. U4 adds ready for the ready action.
ACTION_RESULT_REASONS: frozenset[str] = frozenset({
"ok", "unsupported_kind", "missing_target", "no_weapon", "out_of_range",
"no_line_of_effect", "no_slot", "insufficient_resource",
"downgraded:staggered", "downgraded:nauseated",
"delayed", "already_delayed",
"delayed", "already_delayed", "ready",
})
_REASON_OK = "ok"
_REASON_UNSUPPORTED_KIND = "unsupported_kind"
@@ -551,6 +567,7 @@ _REASON_DOWNGRADED_NAUSEATED = "downgraded:nauseated"
_REASON_DOWNGRADED_IMMEDIATE_SWIFT = "downgraded:immediate_swift"
_REASON_DELAYED = "delayed"
_REASON_ALREADY_DELAYED = "already_delayed"
_REASON_READY = "ready"
# Action kinds that are declared but have no engine dispatch (U1 surfaces
# them as explicit rejections instead of silent no-ops).
@@ -940,6 +957,11 @@ class CombatEngine:
{"kind": r.kind, "ok": r.ok, "reason": r.reason}
for r in state.last_action_results
),
"readied": (
{"kind": state.readied.kind, "trigger": state.readied_trigger}
if state.readied is not None
else None
),
}
def _pair_snapshot(
@@ -2386,6 +2408,8 @@ class CombatEngine:
return ActionResult(kind=kind, ok=False, reason=_REASON_MISSING_TARGET)
if kind == "delay":
return self._execute_delay(state, target, action)
if kind == "ready":
return self._execute_ready(state, action)
self._dispatch_action(state, target, action)
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
@@ -2437,6 +2461,26 @@ class CombatEngine:
self._log(f"round {self._current_round} {state.combatant.id}: {kind}")
return ActionResult(kind=kind, ok=True, reason=_REASON_DELAYED)
def _execute_ready(self, state: CombatantState, action: Action) -> ActionResult:
"""Execute the ready action (PF1e): spend the standard action preparing a
payload that fires off-turn when its trigger event occurs.
The payload is derived from the carrier fields like
``_execute_immediate`` (spell / maneuver / attack on ``target_id``;
class-ability payloads are out of scope for U4). A new ready replaces
any pending one. The engine fires it through ``_check_readied``, then
the readied action is consumed. The turn loop keeps running (a policy
may still spend the move action).
"""
kind = action.kind
state.readied = _ready_payload(action)
state.readied_trigger = action.ready_trigger
label = action.ready_trigger or "no trigger"
self._log(
f"round {self._current_round} {state.combatant.id}: {kind} ({label})"
)
return ActionResult(kind=kind, ok=True, reason=_REASON_READY)
def _dispatch_action(
self, state: CombatantState, target: CombatantState | None, action: Action
) -> None:
@@ -2536,13 +2580,20 @@ class CombatEngine:
)
def _check_reactions(self, event: ReactionEvent) -> None:
"""Offer an event to the reaction policy; execute the first immediate.
"""Fire readied actions first, then offer the event to the reaction policy.
One immediate per event: the first active combatant (in state order)
whose policy returns an action gets to act. Reactions never cascade —
while an immediate is executing, further events are ignored.
A pending readied action fires independently of ``reaction_policy``;
at most one trigger resolves per event (a fired readied action
suppresses the policy loop). One immediate per event: the first active
combatant (in state order) whose policy returns an action gets to act.
Reactions never cascade — while a reaction is executing, further
events are ignored.
"""
if self._reaction_policy is None or self._in_reaction:
if self._in_reaction:
return
if self._check_readied(event):
return
if self._reaction_policy is None:
return
for state in self._states:
if not state.active or state.immediate_used:
@@ -2555,6 +2606,66 @@ class CombatEngine:
self._in_reaction = False
return
def _check_readied(self, event: ReactionEvent) -> bool:
"""Fire the first matching readied action; True when one fired.
Any active combatant (in state order) whose pending trigger matches
the event executes its payload off-turn with no swift cost. The
pending action is cleared BEFORE the payload runs, so a readied
action is one-shot and never re-fires on its own events; the payload's
own events are additionally suppressed by ``_in_reaction``.
"""
for state in self._states:
payload = state.readied
if not state.active or payload is None:
continue
if not self._ready_trigger_matches(state, event):
continue
trigger = state.readied_trigger
state.readied = None
state.readied_trigger = None
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"ready fires ({trigger})"
)
target = next(
(s for s in self._states if s.combatant.id == payload.target_id),
None,
)
self._in_reaction = True
self._dispatch_action(state, target, payload)
self._in_reaction = False
return True
return False
def _ready_trigger_matches(
self, state: CombatantState, event: ReactionEvent
) -> bool:
"""True when the event matches the combatant's pending readied trigger.
Firing requires the event actor to be an ENEMY of the readier
(different side); ``enemy_hits_ally`` additionally requires the
damage target to share the readier's side. ``enemy_enters_reach``
fires on any enemy movement step — documented simplification: reach
is not re-computed per step.
"""
trigger = state.readied_trigger
if trigger is None:
return False
hostile = event.actor.side != state.side
if trigger == "enemy_enters_reach":
return hostile and event.kind == "movement_step"
if trigger == "enemy_casts":
return hostile and event.kind == "spell_cast"
if trigger == "enemy_attacks":
return hostile and event.kind == "attack_resolved"
return (
hostile
and event.kind == "damage_taken"
and event.target is not None
and event.target.side == state.side
)
def _execute_cast_spell(
self,
state: CombatantState,
@@ -4259,6 +4370,30 @@ def _nauseated_filter(actions: tuple[Action, ...]) -> tuple[Action, ...]:
return ()
def _ready_payload(action: Action) -> Action:
"""Derive the concrete payload of a ready action from its carrier fields.
Mirrors ``_execute_immediate``: ``spell_name`` casts, ``maneuver``
performs the maneuver (carrying direction/trick_condition), anything
else attacks ``target_id``. Class-ability payloads are out of scope for U4.
"""
if action.spell_name is not None:
return Action(
kind="cast_spell",
target_id=action.target_id,
spell_name=action.spell_name,
)
if action.maneuver is not None:
return Action(
kind="maneuver",
target_id=action.target_id,
maneuver=action.maneuver,
direction=action.direction,
trick_condition=action.trick_condition,
)
return Action(kind="attack", target_id=action.target_id)
Policy = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
LLMPolicy = Callable[[Observation, CombatantState], tuple[Action, ...]]
+376
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@@ -0,0 +1,376 @@
"""The ready action (Package U4).
A combatant spends its standard action preparing a payload (attack, cast_spell
or maneuver, encoded via the Action carrier fields like the immediate action).
When a matching ``ReactionEvent`` from an ENEMY occurs, the engine fires the
payload off-turn through the reaction machinery — no swift cost — and the
readied action is consumed (one-shot). Triggers: ``enemy_enters_reach`` ←
movement_step, ``enemy_casts`` ← spell_cast, ``enemy_attacks`` ←
attack_resolved, ``enemy_hits_ally`` ← damage_taken.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
Action,
ActionResult,
CombatantState,
CombatEngine,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from pf1e_simulator.spells import DamageEffect, SpellSpec
from tests.test_observation_enriched import _snapshot, make_grid, make_state
def _combatant(id_: str, *, spells: tuple[str, ...] = ()) -> Combatant:
return Combatant(
id=id_,
name=id_,
level=1,
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
ac=ACProfile(total=10, touch=10, flat_footed=10),
bab=1,
initiative_mod=0,
speed_land_ft=30,
hp_max=100,
saves=Saves(fort=0, ref=0, will=0),
attacks=[
AttackSpec(
id=f"{id_}-sword",
name="short sword",
kind="melee",
attack_bonus=5,
damage=[
DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
],
)
],
spells=list(spells),
)
_BOLT = SpellSpec(
name="Bolt",
level=1,
school="evocation",
range="close",
save="none",
effects=(DamageEffect(formula=parse_dice("1d6"), types=("force",)),),
)
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _counting(decide: Callable[[str, int], tuple[Action, ...]]) -> PolicyFn:
calls: dict[str, int] = {}
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
cid = state.combatant.id
n = calls.get(cid, 0)
calls[cid] = n + 1
return decide(cid, n)
return policy
def _engine(rng: list[int], policy: PolicyFn, states: list[CombatantState]) -> CombatEngine:
return CombatEngine(ScriptedRng(rng), make_grid(), states, policy=policy, round_cap=2)
def _ready_hero() -> tuple[Action, ...]:
return (
Action(kind="ready", ready_trigger="enemy_enters_reach", target_id="foe"),
)
def _order(transcript: tuple[str, ...], *needles: str) -> tuple[int, ...]:
"""Indices of the first transcript line containing each needle."""
return tuple(
next(i for i, line in enumerate(transcript) if needle in line)
for needle in needles
)
# ── (a) readied attack fires when an enemy moves (movement_step) ──────────────
def test_readied_attack_fires_on_enemy_movement() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 2))
eng = _engine(
# init hero 10, init foe 5, readied attack d20=10 (+5 ≥ AC 10 HIT), dmg 3.
[10, 5, 10, 3],
_counting(
lambda cid, n: (
_ready_hero()
if (cid, n) == ("hero", 0)
else (Action(kind="move", target_id="hero"),)
if (cid, n) == ("foe", 0)
else _WAIT
)
),
[hero, foe],
)
result = eng.run()
t = result.transcript
assert "round 1 hero: ready (enemy_enters_reach)" in t
assert "round 1 hero: ready fires (enemy_enters_reach)" in t
attack = "round 1 hero: short sword vs foe d20=10+5=15 AC 10 -> HIT 3 damage (100->97)"
assert attack in t
# Off-turn: the attack resolves DURING the foe's move, before its log line.
idx = _order(
t,
"round 1 hero: ready (enemy_enters_reach)",
"round 1 hero: ready fires (enemy_enters_reach)",
attack,
"round 1 foe: move (0,2)->(0,1)",
)
assert idx == tuple(sorted(idx))
# Consumed: the readied action is gone after firing.
assert hero.readied is None
assert hero.readied_trigger is None
assert foe.hp == 97
# ── (b) readied cast_spell fires on an enemy spell_cast ───────────────────────
def test_readied_cast_fires_on_enemy_spell_cast() -> None:
hero = make_state(_combatant("hero", spells=("Bolt",)), "players", (0, 0))
hero.spell_slots_left = {1: 1}
foe = make_state(_combatant("foe", spells=("Bolt",)), "monsters", (0, 2))
foe.spell_slots_left = {1: 1}
eng = CombatEngine(
# init hero 10, init foe 5, foe's Bolt dmg 4, readied Bolt dmg 2.
ScriptedRng([10, 5, 4, 2]),
make_grid(),
[hero, foe],
spell_registry={"Bolt": _BOLT},
policy=_counting(
lambda cid, n: (
(
Action(
kind="ready",
ready_trigger="enemy_casts",
target_id="foe",
spell_name="Bolt",
),
)
if (cid, n) == ("hero", 0)
else (Action(kind="cast_spell", target_id="hero", spell_name="Bolt"),)
if (cid, n) == ("foe", 0)
else _WAIT
)
),
round_cap=2,
)
result = eng.run()
t = result.transcript
assert "round 1 hero: ready (enemy_casts)" in t
assert any("round 1 foe: cast Bolt vs hero" in line for line in t)
assert "round 1 hero: ready fires (enemy_casts)" in t
assert any("round 1 hero: cast Bolt vs foe" in line for line in t)
idx = _order(
t,
"round 1 foe: cast Bolt vs hero",
"round 1 hero: ready fires (enemy_casts)",
"round 1 hero: cast Bolt vs foe",
)
assert idx == tuple(sorted(idx))
assert hero.hp == 96
assert foe.hp == 98
# The readied cast spent hero's own slot and was consumed.
assert hero.spell_slots_left == {1: 0}
assert hero.readied is None
# ── (c) no fire on a non-matching trigger nor on a friendly event ─────────────
def test_readied_ignores_non_matching_trigger() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 2))
eng = _engine(
# init hero 10, init foe 5, foe's attack d20=2 (+5=7 < AC 10 MISS).
[10, 5, 2],
_counting(
lambda cid, n: (
(
Action(
kind="ready",
ready_trigger="enemy_casts",
target_id="foe",
),
)
if (cid, n) == ("hero", 0)
else (
Action(kind="move", target_id="hero"),
Action(kind="attack", target_id="hero"),
)
if (cid, n) == ("foe", 0)
else _WAIT
)
),
[hero, foe],
)
result = eng.run()
t = result.transcript
# movement_step AND attack_resolved: neither matches enemy_casts.
assert "round 1 foe: move (0,2)->(0,1)" in t
assert "round 1 foe: short sword vs hero d20=2+5=7 AC 10 -> MISS" in t
assert not any("ready fires" in line for line in t)
assert hero.readied is not None
assert hero.readied_trigger == "enemy_casts"
def test_readied_ignores_friendly_movement() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
ally = make_state(_combatant("ally"), "players", (2, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 4))
eng = _engine(
[10, 9, 5], # initiative only — nothing ever attacks.
_counting(
lambda cid, n: (
_ready_hero()
if (cid, n) == ("hero", 0)
else (Action(kind="move", target_id="hero"),)
if (cid, n) == ("ally", 0)
else _WAIT
)
),
[hero, ally, foe],
)
result = eng.run()
t = result.transcript
# The ally's movement_step is a friendly event: the ready holds.
assert "round 1 ally: move (2,0)->(1,0)" in t
assert not any("ready fires" in line for line in t)
assert hero.readied is not None
# ── (d) the readied action is consumed (one-shot) ─────────────────────────────
def test_readied_action_fires_only_once() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
v1 = make_state(_combatant("v1"), "monsters", (0, 2))
v2 = make_state(_combatant("v2"), "monsters", (2, 2))
eng = _engine(
# init hero 10, v1 5, v2 4; readied attack on v1: d20=10 HIT, dmg 3.
[10, 5, 4, 10, 3],
_counting(
lambda cid, n: (
(
Action(
kind="ready",
ready_trigger="enemy_enters_reach",
target_id="v1",
),
)
if (cid, n) == ("hero", 0)
else (Action(kind="move", target_id="hero"),)
if cid in ("v1", "v2") and n == 0
else _WAIT
)
),
[hero, v1, v2],
)
result = eng.run()
t = result.transcript
assert sum(1 for line in t if "ready fires" in line) == 1
assert "round 1 hero: short sword vs v1 d20=10+5=15 AC 10 -> HIT 3 damage (100->97)" in t
# v2's later movement_step is a second matching event: no second fire.
assert "round 1 v2: move (2,2)->(1,1)" in t
assert not any("vs v2" in line for line in t)
assert hero.readied is None
# ── (e) the snapshot exposes readied = {kind, trigger}, None after firing ─────
def test_snapshot_exposes_readied_until_fired() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 2))
eng = _engine(
[10, 5, 10, 3],
_counting(
lambda cid, n: (
_ready_hero()
if (cid, n) == ("hero", 0)
else (Action(kind="move", target_id="hero"),)
if (cid, n) == ("foe", 0)
else _WAIT
)
),
[hero, foe],
)
eng._roll_initiative()
eng._take_turn(hero)
assert hero.last_action_results == [
ActionResult(kind="ready", ok=True, reason="ready")
]
snap = _snapshot(eng, hero)["combatants"][0]
assert snap["readied"] == {"kind": "attack", "trigger": "enemy_enters_reach"}
eng._take_turn(foe) # the foe's move fires the readied attack.
snap_after = _snapshot(eng, hero)["combatants"][0]
assert snap_after["readied"] is None
assert hero.readied is None
# ── (f) no cascade: a fired readied action cannot trigger another ready ───────
def test_readied_payload_events_do_not_cascade() -> None:
hero = make_state(_combatant("hero"), "players", (0, 0))
v1 = make_state(_combatant("v1"), "monsters", (0, 2))
eng = _engine(
# init hero 10, v1 5; round 2 readied attack: d20=10 HIT, dmg 3.
[10, 5, 10, 3],
_counting(
lambda cid, n: (
_ready_hero()
if (cid, n) == ("hero", 0)
else (
Action(kind="ready", ready_trigger="enemy_attacks", target_id="hero"),
)
if (cid, n) == ("v1", 0)
else (Action(kind="move", target_id="hero"),)
if (cid, n) == ("v1", 1)
else _WAIT
)
),
[hero, v1],
)
result = eng.run()
t = result.transcript
# Round 2: v1's move fires hero's readied attack; the attack_resolved
# event it generates must NOT fire v1's own readied counter-attack.
assert "round 2 hero: ready fires (enemy_enters_reach)" in t
assert sum(1 for line in t if "ready fires" in line) == 1
assert not any("round 2 v1: short sword vs hero" in line for line in t)
assert hero.hp == 100
assert v1.readied is not None
assert v1.readied_trigger == "enemy_attacks"