fix(rules): correct the cackle hex

PF1e (APG Cackle): "(Su) Free Action; ... extends the duration of all evil eye, fortune or misfortune hexes on all creatures within 30 feet by 1 round." The engine spent a hex use, acted only on the resolved target, and extended every hex-sourced condition (including slumber, which RAW cackle does not touch). Cackle is now dispatched before the resource/target gate (no cost), occupies the FREE budget slot via _effective_slot (the hex kind stays standard for evil_eye/slumber), and rebuilds the evil_eye buff list of every creature within 30 ft in a single bounded pass. Fortune/misfortune are not implemented, so evil_eye is the only extendable family member — documented in README. test_cackle.py rewritten for the new semantics (extension, range, free slot, no cost).

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-12 12:58:32 +02:00
parent 68699ad6c7
commit b0fe553782
3 changed files with 134 additions and 73 deletions
+17 -8
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@@ -393,12 +393,15 @@ Règles modélisées :
`(attack, attack)` → `(attack,)` ; `(charge, attack)` → `(charge,)` ;
`(attack, full_attack, move)` → `(attack, move)` ; `(move, attack, move)` →
`(move, attack)` ; `(full_attack, deed, inspire_courage)` → `(full_attack, deed)`.
Classification (exhaustive sur le `Literal` des kinds, verrouillée par
`tests/test_conformance_action_economy.py`) : **standard** = `attack`,
`maneuver`, `channel_energy`, `hex`, `delay`, `ready`,
`total_defense`, `aid_another` ; `cast_spell` occupe le compartiment que
lui donne son **temps d'incantation** (champ `cast_time` de `SpellSpec`,
voir « Temps d'incantation » plus bas ; standard par défaut) ;
Classification (exhaustive sur le `Literal` des kinds, verrouillée par
`tests/test_conformance_action_economy.py`) : **standard** = `attack`,
`maneuver`, `channel_energy`, `hex`, `delay`, `ready`,
`total_defense`, `aid_another` ; `cast_spell` occupe le compartiment que
lui donne son **temps d'incantation** (champ `cast_time` de `SpellSpec`,
voir « Temps d'incantation » plus bas ; standard par défaut) ; exception
par action (conformance D5 — APG « Cackle ») : `hex` avec
`hex_name="cackle"` occupe le compartiment **libre** (résolu par
`_effective_slot`, le kind `hex` restant standard pour evil_eye/slumber) ;
**mouvement** = `move`, `stand_up`,
`retrieve_weapon` (sortir une arme est une action de mouvement),
`repair_weapon` ; **swift** = `swift`, `deed`,
@@ -1102,8 +1105,14 @@ Règles modélisées :
égal au niveau de la sorcière** (Volonté annule ; simplification documentée :
la fin RAW du sortilège quand la cible subit des dégâts n'est pas modélisée,
le moteur n'a pas de crochet de réveil) ;
`cackle` prolonge d'un round les sortilèges déjà
actifs, sur une liste instantanée pour ne pas s'étendre à l'infini. Les sorts à
`cackle` (APG, conformance D5) est une **action libre sans coût de
ressource** qui prolonge d'un round tous les sortilèges evil-eye (et
fortune/misfortune — non implémentés, seule extension modélisée : les
buffs evil_eye) portés par **toutes les créatures à 30 ft** de la
sorcière, sur une liste instantanée pour ne pas s'étendre à l'infini.
Simplification documentée : le slot « hex » reste standard pour
evil_eye/slumber ; les autres hexes à prolonger ne sont pas implémentés.
Les sorts à
zone (AoE) utilisent le DD d'incantation du jeteur et chaque créature de la
zone effectue la sauvegarde listée par le sort (Volonté / Réflexes /
Constitution — le sort primaire réutilise son jet déjà effectué) ; un succès
+42 -21
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@@ -4733,7 +4733,14 @@ class CombatEngine:
def _execute_hex(
self, state: CombatantState, target: CombatantState | None, hex_name: str | None
) -> None:
"""Execute a witch hex (evil_eye, slumber, cackle)."""
"""Execute a witch hex (evil_eye, slumber, cackle).
APG Cackle is a free action with no hex resource cost, so it is
dispatched before the resource/target gate; evil_eye and slumber are
standard actions that each spend one use."""
if hex_name == "cackle":
self._hex_cackle(state)
return
if not state.spend_resource("hexes", 1):
self._log(
f"round {self._current_round} {state.combatant.id}: hex failed (no resources)"
@@ -4741,7 +4748,7 @@ class CombatEngine:
return
if target is None or not target.active:
return
if hex_name not in ("evil_eye", "slumber", "cackle"):
if hex_name not in ("evil_eye", "slumber"):
self._log(
f"round {self._current_round} {state.combatant.id}: unknown hex {hex_name}"
)
@@ -4751,10 +4758,8 @@ class CombatEngine:
if hex_name == "evil_eye":
self._hex_evil_eye(state, target, hex_dc)
elif hex_name == "slumber":
else:
self._hex_slumber(state, target, hex_dc)
elif hex_name == "cackle":
self._hex_cackle(state, target)
_EVIL_EYE_ROUNDS = 3
_EVIL_EYE_SAVED_ROUNDS = 1
@@ -4807,29 +4812,42 @@ class CombatEngine:
f"{target.combatant.id} -> asleep ({rounds}r)"
)
def _hex_cackle(self, state: CombatantState, target: CombatantState) -> None:
"""Cackle: prolong one hex by 1 round (extends all hex conditions)."""
extended = False
for ac in list(target.active_conditions):
if ac.source.startswith("hex:"):
target.active_conditions.remove(ac)
target.active_conditions.append(
ActiveCondition(
condition=ac.condition,
rounds_left=ac.rounds_left + 1,
source=ac.source,
)
_CACKLE_RANGE_FT = 30
def _hex_cackle(self, state: CombatantState) -> None:
"""Cackle (APG): a free action that extends the duration of every
evil eye, fortune or misfortune hex on all creatures within 30 ft by
1 round. Fortune/misfortune are not implemented, so the extension
covers evil_eye buffs; each buff list is rebuilt in a single pass so
an extended hex is never re-extended."""
extended = 0
for other in self._states:
if not other.active:
continue
if self.creature_distance(state, other) * _SQUARE_FT > self._CACKLE_RANGE_FT:
continue
other.active_buffs[:] = [
ActiveBuff(
modifiers=buff.modifiers,
rounds_left=buff.rounds_left + 1,
source=buff.source,
)
extended = True
if buff.source.startswith("hex: evil_eye")
else buff
for buff in other.active_buffs
]
extended += sum(
1 for buff in other.active_buffs if buff.source.startswith("hex: evil_eye")
)
if extended:
self._log(
f"round {self._current_round} {state.combatant.id}: cackle extends "
f"hex on {target.combatant.id}"
f"{extended} evil eye hex(es)"
)
else:
self._log(
f"round {self._current_round} {state.combatant.id}: cackle - no hex "
f"to extend on {target.combatant.id}"
f"to extend"
)
def _execute_deed(
@@ -6607,9 +6625,12 @@ def _cast_time_slot(cast_time: CastTime) -> _ActionEconomySlot:
def _effective_slot(action: Action, cast_time: CastTimeResolver) -> _ActionEconomySlot:
"""The budget slot an action consumes, resolving cast_spell by cast time."""
"""The budget slot an action consumes, resolving cast_spell by cast time
and the cackle hex by its APG free-action cost."""
if action.kind == "cast_spell":
return _cast_time_slot(cast_time(action))
if action.kind == "hex" and action.hex_name == "cackle":
return "free"
return _action_economy_slot(action.kind)
+75 -44
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@@ -1,19 +1,24 @@
"""Tests for the cackle hex: bound the extension of hex conditions (Task 9).
"""Tests for the cackle hex (APG): free action, no resource cost, extends
every evil-eye hex on all creatures within 30 ft by exactly 1 round.
Cackle must extend exactly one +1 round per pre-existing hex condition, in a
single pass, without re-extending the replacements it appends. The pre-fix code
mutated ``target.active_conditions`` (remove/append) while iterating it, which
grew the list unboundedly and looped forever.
The pre-fix code spent a hex use, acted on a single target, and extended
every ``hex:``-sourced condition (including slumber, which RAW cackle does
not touch). Cackle now rebuilds each in-range creature's buff list in a
single pass, so an extended hex is never re-extended and the call always
terminates (the pre-Task-9 code mutated the list while iterating it).
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.conditions import CONDITIONS_BY_NAME
from pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
_default_cast_time,
_effective_slot,
)
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.effects import ActiveCondition
from pf1e_simulator.effects import ActiveBuff, StatModifier
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
@@ -26,11 +31,9 @@ from pf1e_simulator.models import (
)
from pf1e_simulator.rng import ScriptedRng
if TYPE_CHECKING:
from collections.abc import Collection
_HEX_SOURCES = ("hex: evil_eye by caster", "hex: evil_eye by caster-2")
_ROUNDS_BEFORE = (2, 1)
_HEX_SOURCE = "hex: evil_eye by caster"
_OTHER_SOURCE = "hex: evil_eye by caster-2"
_UNRELATED_SOURCE = "spell: bull's strength"
def _make_witch(cid: str = "caster") -> Combatant:
@@ -90,7 +93,7 @@ def _make_target(cid: str = "target") -> Combatant:
)
def _make_engine() -> tuple[CombatEngine, CombatantState, CombatantState]:
def _make_engine() -> tuple[CombatEngine, CombatantState, CombatantState, CombatantState]:
c = CombatantState(
combatant=_make_witch(), side="players", pos=(0, 0), hp=20,
resources_left={"hexes": 3},
@@ -98,42 +101,70 @@ def _make_engine() -> tuple[CombatEngine, CombatantState, CombatantState]:
t = CombatantState(
combatant=_make_target(), side="monsters", pos=(3, 0), hp=30,
)
far = CombatantState(
combatant=_make_target("far"), side="monsters", pos=(10, 0), hp=30,
)
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
engine = CombatEngine(ScriptedRng([]), Grid.from_spec(spec), [c, t])
return engine, c, t
spec = MapSpec(name="test", terrain=tuple(["." * 12] * 12), legend=legend)
engine = CombatEngine(ScriptedRng([]), Grid.from_spec(spec), [c, t, far])
return engine, c, t, far
def _seed_hex_conditions(target: CombatantState) -> dict[str, int]:
target.active_conditions = [
ActiveCondition(
condition=CONDITIONS_BY_NAME["shaken"],
rounds_left=rounds,
source=source,
)
for source, rounds in zip(_HEX_SOURCES, _ROUNDS_BEFORE, strict=True)
]
return dict(zip(_HEX_SOURCES, _ROUNDS_BEFORE, strict=True))
def _evil_eye(rounds_left: int, source: str = _HEX_SOURCE) -> ActiveBuff:
return ActiveBuff(
modifiers=(StatModifier(target="attack", value=-2),),
rounds_left=rounds_left,
source=source,
)
def _rounds_by_source(conditions: Collection[ActiveCondition]) -> dict[str, int]:
return {ac.source: ac.rounds_left for ac in conditions}
def _rounds_by_source(buffs: list[ActiveBuff]) -> dict[str, int]:
return {b.source: b.rounds_left for b in buffs}
class TestCackleExtendsHexOnce:
"""Given: a target carrying 2 pre-existing hex conditions (2 Evil Eyes,
rounds_left 2 and 1)
class TestCackleExtendsEvilEyeOnce:
"""Given: a target carrying 2 pre-existing evil-eye buffs (2 Evil Eyes,
rounds_left 2 and 1) and an unrelated buff, plus a creature beyond 30 ft
carrying its own evil eye
When: the witch cackles
Then: EXACTLY 2 extensions of +1 round happen — each hex's rounds_left
rises by 1, the total hex-condition count stays 2 (no growth), and the
call terminates (the pre-fix loop never did)."""
Then: EXACTLY 2 extensions of +1 round happen in range — each evil eye's
rounds_left rises by 1, the unrelated buff is untouched, the out-of-range
creature is not extended, the buff count stays stable (no growth), and
the call terminates."""
def test_exactly_two_hex_extensions_of_one_round(self) -> None:
engine, c, t = _make_engine()
expected = _seed_hex_conditions(t)
def test_exactly_two_evil_eye_extensions_of_one_round(self) -> None:
engine, c, t, far = _make_engine()
t.active_buffs = [_evil_eye(2), _evil_eye(1, _OTHER_SOURCE),
ActiveBuff(modifiers=(), rounds_left=5, source=_UNRELATED_SOURCE)]
far.active_buffs = [_evil_eye(3, "hex: evil_eye by other-witch")]
engine._hex_cackle(c, t)
engine._hex_cackle(c)
after = _rounds_by_source(t.active_conditions)
assert len(after) == 2
assert after == {source: rounds + 1 for source, rounds in expected.items()}
after = _rounds_by_source(t.active_buffs)
assert len(after) == 3
assert after[_HEX_SOURCE] == 3
assert after[_OTHER_SOURCE] == 2
assert after[_UNRELATED_SOURCE] == 5
assert _rounds_by_source(far.active_buffs)["hex: evil_eye by other-witch"] == 3
class TestCackleIsFreeAndCostless:
"""Given: the cackle hex action
When: budgeted and executed
Then: it occupies the FREE slot (not the standard one), does not spend a
hex use, and works without a resolved target."""
def test_cackle_slot_is_free_but_evil_eye_stays_standard(self) -> None:
cackle = Action(kind="hex", hex_name="cackle")
evil_eye = Action(kind="hex", target_id="target", hex_name="evil_eye")
assert _effective_slot(cackle, _default_cast_time) == "free"
assert _effective_slot(evil_eye, _default_cast_time) == "standard"
def test_cackle_spends_no_hex_resource(self) -> None:
engine, c, t, _far = _make_engine()
t.active_buffs = [_evil_eye(1)]
engine._execute(c, Action(kind="hex", hex_name="cackle"))
assert c.resources_left["hexes"] == 3
assert _rounds_by_source(t.active_buffs)[_HEX_SOURCE] == 2