"""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"