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ctan b0fe553782 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>
2026-09-12 12:58:32 +02:00

171 lines
5.7 KiB
Python

"""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.
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 pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
_default_cast_time,
_effective_slot,
)
from pf1e_simulator.dice import parse_dice
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 (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
_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:
attack = AttackSpec(
id=f"{cid}-w",
name="dagger",
kind="melee",
attack_bonus=2,
damage=[DamageComponent(formula=parse_dice("1d4"), types=["piercing"])],
)
return Combatant(
id=cid,
name=cid,
level=5,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=14, con_score=12,
int_score=18, wis_score=12, cha_score=10,
),
hp_max=20,
ac=ACProfile(total=12, touch=12, flat_footed=10),
bab=2,
initiative_mod=2,
speed_land_ft=30,
saves=Saves(fort=3, ref=4, will=4),
attacks=[attack],
casting_ability="int",
spell_slots={1: 4},
resources={"hexes": 3},
)
def _make_target(cid: str = "target") -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="club",
kind="melee",
attack_bonus=3,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=30,
ac=ACProfile(total=10, touch=10, flat_footed=10),
bab=1,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=2, ref=2, will=2),
attacks=[attack],
)
def _make_engine() -> tuple[CombatEngine, CombatantState, CombatantState, CombatantState]:
c = CombatantState(
combatant=_make_witch(), side="players", pos=(0, 0), hp=20,
resources_left={"hexes": 3},
)
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(["." * 12] * 12), legend=legend)
engine = CombatEngine(ScriptedRng([]), Grid.from_spec(spec), [c, t, far])
return engine, c, t, far
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(buffs: list[ActiveBuff]) -> dict[str, int]:
return {b.source: b.rounds_left for b in buffs}
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 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_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)
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