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pf1e-simulator/tests/test_ready_action.py
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ctan 7fb7ec55dd fix(rules): update initiative when a readied action fires
SRD Ready - Initiative Consequences of Readying: 'your initiative result becomes the count on which you took the readied action' and you 'act immediately ahead of the character whose action triggered your readied action'. _check_readied fired the payload off-turn but never touched the readier's initiative. It now calls _ready_shift_initiative, which rewrites the readier's _initiative_keys entry (trigger total + 0.5, keeping its mod and prior index) using the same tuple shape _execute_delay writes, so _build_round_order holds the new position for all following rounds. Deterministic: no RNG consumed, current round order untouched.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 14:54:15 +02:00

560 lines
20 KiB
Python

"""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)
# SRD "Ready": the trigger never occurred before the hero's next action
# (round 2), so the readied action expires at the start of that turn.
assert any("ready expired" in line for line in t)
assert hero.readied is None
assert hero.readied_trigger is None
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 through
# round 1. At the start of the hero's round 2 turn it expires (SRD
# "Ready": "If you come to your next action and have not yet performed
# your readied action, you don't get to take the readied action").
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 None
assert any("ready expired" in line for line in t)
# ── (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
# ── (d2) expiry at the combatant's next turn (SRD "Ready") ────────────────────
def test_readied_action_fires_in_the_next_round_before_own_turn() -> None:
# Given: the foe (init 10) waits in round 1; the hero (init 5) readies;
# in round 2 the foe moves before the hero's own turn comes
# When: the battle runs two rounds
# Then: the readied action survives the round boundary and fires on the
# foe's round-2 move (it expires only when the hero's own turn arrives).
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 2))
eng = _engine(
# init hero 5, foe 10; round 1: foe wait, hero ready; round 2: foe
# moves BEFORE the hero's turn and fires the readied attack
# (d20=10 +5 = 15 >= AC 10, dmg 3).
[5, 10, 10, 3],
_counting(
lambda cid, n: (
_WAIT
if cid == "foe" and n == 0
else (Action(kind="move", target_id="hero"),)
if cid == "foe"
else _ready_hero()
if n == 0
else _WAIT
)
),
[hero, foe],
)
result = eng.run()
t = result.transcript
assert "round 2 foe: move (0,2)->(0,1)" in t
assert any("round 2" in line and "ready fires (enemy_enters_reach)" in line for line in t)
assert "round 2 hero: short sword vs foe d20=10+5=15 AC 10 -> HIT 3 damage (100->97)" in t
assert hero.readied is None
assert not any("ready expired" in line for line in t)
def test_readied_action_expires_at_start_of_own_turn() -> None:
# Given: the hero readies with a trigger that never occurs
# When: the hero's next turn starts
# Then: the readied action is cleared and logged as expired, and the
# hero may ready again that turn.
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 6))
eng = _engine(
[10, 5], # initiative only — the foe never comes close.
_counting(
lambda cid, _n: (
_ready_hero()
if cid == "hero"
else _WAIT
)
),
[hero, foe],
)
result = eng.run()
t = result.transcript
assert sum(1 for line in t if "ready expired" in line) == 1
assert "round 2 hero: ready expired (trigger never occurred)" in t
# Round 2's policy re-readies (n == 1 still returns the ready action),
# so the state is re-armed after the expiry.
assert hero.readied is not None
assert hero.readied_trigger == "enemy_enters_reach"
# ── (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; the readied attack fires on v1's round-1 move:
# 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",
),
Action(kind="move", target_id="hero"),
)
if (cid, n) == ("v1", 0)
else _WAIT
)
),
[hero, v1],
)
result = eng.run()
t = result.transcript
# Round 1: v1's move (its move action, right after its own ready) fires
# hero's readied attack; the attack_resolved event it generates must NOT
# fire v1's own readied counter-attack (both readys are still live —
# neither has come to its next action yet).
assert "round 1 hero: ready fires (enemy_enters_reach)" in t
assert sum(1 for line in t if "ready fires" in line) == 1
assert not any("v1: short sword vs hero" in line for line in t)
assert hero.hp == 100
# Round 2: v1's counter-ready expires at the start of v1's own turn
# (SRD "Ready": "If you come to your next action and have not yet
# performed your readied action, you don't get to take the readied
# action").
assert v1.readied is None
assert any("round 2 v1: ready expired" in line for line in t)
# ── (g) S4b: a readied action changes the readier's initiative (SRD "Ready") ──
def test_readied_action_shifts_initiative_and_persists() -> None:
# Given: hero (init 10) readies, mid (init 8) waits, foe (init 5) moves
# When: the foe's round-1 move fires hero's readied attack off-turn
# Then: hero's initiative becomes the trigger's count + 0.5 (SRD "Ready —
# Initiative Consequences of Readying": "your initiative result is the
# count on which you took the readied action, and you act immediately ahead
# of the character whose action triggered your readied action") — hero drops
# from first (10) to just ahead of the foe (5.5), behind mid (8), and the
# new order persists into round 2.
hero = make_state(_combatant("hero"), "players", (0, 0))
mid = make_state(_combatant("mid"), "monsters", (5, 5))
foe = make_state(_combatant("foe"), "monsters", (0, 2))
eng = _engine(
# init hero 10, mid 8, foe 5; readied attack d20=10 HIT, dmg 3.
[10, 8, 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, mid, foe],
)
result = eng.run()
t = result.transcript
assert "round 1 hero: ready fires (enemy_enters_reach)" in t
# Hero's initiative key is rewritten to the trigger's count + 0.5, keeping
# its own modifier (0) and prior list index (0).
assert eng._initiative_keys["hero"] == (5.5, 0, 0)
# The trigger's own key is untouched.
assert eng._initiative_keys["foe"] == (5, 0, 2)
# Persistence: round 2 order is mid (8), hero (5.5), foe (5) — hero fell
# from first to second, now acting immediately ahead of the foe.
idx = _order(t, "round 2 mid:", "round 2 hero:", "round 2 foe:")
assert idx == tuple(sorted(idx))
def test_readied_initiative_shift_is_visible_in_order_snapshot() -> None:
# Given/When: the same trigger; the readier's initiative moves to just
# ahead of the trigger's count.
# Then: the Observation's initiative_order reflects the new position in the
# following round (mid, hero, foe — hero no longer first).
hero = make_state(_combatant("hero"), "players", (0, 0))
mid = make_state(_combatant("mid"), "monsters", (5, 5))
foe = make_state(_combatant("foe"), "monsters", (0, 2))
seen: dict[int, tuple[str, ...]] = {}
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
if cid == "hero":
obs = _snapshot(engine, state)
seen[engine._current_round] = tuple(obs["initiative_order"])
return _ready_hero() if n == 0 else _WAIT
if cid == "foe":
return (Action(kind="move", target_id="hero"),) if n == 0 else _WAIT
return _WAIT
eng = CombatEngine(
ScriptedRng([10, 8, 5, 10, 3]), make_grid(), [hero, mid, foe],
policy=policy, round_cap=2,
)
eng.run()
# Round 1 order had hero first; round 2 (after the shift) has hero second,
# immediately ahead of the foe that triggered the readied action.
assert seen[1] == ("hero", "mid", "foe")
assert seen[2] == ("mid", "hero", "foe")
def test_untriggered_ready_does_not_shift_initiative() -> None:
# Control: a readied action that never fires leaves the initiative key
# unchanged (the shift happens only when the readied action is taken).
hero = make_state(_combatant("hero"), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (0, 6))
eng = _engine(
[10, 5], # initiative only — the foe never comes close.
_counting(
lambda cid, _n: (
_ready_hero() if cid == "hero" else _WAIT
)
),
[hero, foe],
)
eng.run()
assert eng._initiative_keys["hero"] == (10, 0, 0)
assert eng._initiative_keys["foe"] == (5, 0, 1)