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pf1e-simulator/tests/test_delay_action.py
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ctan fa01ed74c5 fix(rules): stop delay from double-processing the turn start
A freshly-delayed combatant is re-inserted into the round order and _take_turn runs a second time in the same round. That second pass re-ran _decrement_durations and _turn_gate, double-ticking bleed, double-decrementing buff/condition durations and re-firing the fear aura. The start-of-turn block is now skipped when delayed_this_round is already set at entry (cleared at round start, set only by a delay action); the delayed turn still gets its policy call, budget and execution.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-11 21:15:14 +02:00

329 lines
11 KiB
Python

"""The delay action (Package U3).
A combatant that forgoes acting now acts later in the SAME round: with no
target at the end of the round, with ``target_id`` immediately before that
combatant. The new initiative total (anchor - 0.5) persists for the rounds
that follow. A second delay in the same round is rejected (already_delayed),
and ``delayed_this_round`` resets at the start of each round.
"""
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.effects import ActiveBuff, StatModifier
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from tests.test_observation_enriched import _snapshot, make_grid, make_state
def _combatant(id_: str, *, initiative_mod: int = 0) -> 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=initiative_mod,
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=1,
damage=[
DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
],
)
],
)
Decide = Callable[[str, int], tuple[Action, ...]]
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
def _counting_policy(
decide: Decide, recorded: list[tuple[str, int, tuple[ActionResult, ...]]]
) -> PolicyFn:
"""Policy calling ``decide(id, call_no)``; records per-call feedback state."""
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
recorded.append((cid, n, tuple(state.last_action_results)))
return decide(cid, n)
return policy
def _trio(policy: PolicyFn) -> CombatEngine:
"""hero (mod +2, d20 5 → 7) vs v1 (mod +1, d20 4 → 5) vs v2 (mod 0, d20 3 → 3).
ScriptedRng is fed exactly the three initiative rolls: any other roll the
engine attempts would exhaust the queue and fail the test.
"""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
v1 = make_state(_combatant("v1", initiative_mod=1), "monsters", (0, 3))
v2 = make_state(_combatant("v2"), "monsters", (0, 5))
return CombatEngine(
ScriptedRng([5, 4, 3]), make_grid(), [hero, v1, v2],
policy=policy, round_cap=2,
)
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _order(transcript: tuple[str, ...], *lines: str) -> tuple[int, ...]:
return tuple(transcript.index(line) for line in lines)
# ── (a) delay with no target → acts last this round, position persists ───────
def test_delay_without_target_acts_last_and_persists() -> None:
recorded: list[tuple[str, int, tuple[ActionResult, ...]]] = []
eng = _trio(
_counting_policy(
lambda cid, n: (Action(kind="delay"),)
if (cid, n) == ("hero", 0)
else _WAIT,
recorded,
)
)
result = eng.run()
t = result.transcript
assert "round 1 hero: delay" in t
# Re-queued AFTER everyone else in the same round.
assert t.count("round 1 hero: wait") == 1
idx = _order(
t,
"round 1 hero: delay",
"round 1 v1: wait",
"round 1 v2: wait",
"round 1 hero: wait",
)
assert idx == tuple(sorted(idx))
# The feedback: an ok delay, then the re-queued turn's wait.
hero_results = [r for c, _n, r in recorded if c == "hero"]
assert hero_results[0] == ()
assert hero_results[1] == (
ActionResult(kind="delay", ok=True, reason="delayed"),
)
# Initiative key moved to min total (v2's 3) - 0.5, mod/index kept.
assert eng._initiative_keys["hero"] == (2.5, 2, 0)
# Next rounds act with hero last.
assert _snapshot(eng, eng._states[0])["initiative_order"] == ("v1", "v2", "hero")
assert "round 2 v2: wait" in t
idx2 = _order(t, "round 2 v1: wait", "round 2 v2: wait", "round 2 hero: wait")
assert idx2 == tuple(sorted(idx2))
# ── (b) delay with target_id → inserted just before that combatant ───────────
def test_delay_before_target_inserts_just_before_it() -> None:
recorded: list[tuple[str, int, tuple[ActionResult, ...]]] = []
eng = _trio(
_counting_policy(
lambda cid, n: (Action(kind="delay", target_id="v2"),)
if (cid, n) == ("hero", 0)
else _WAIT,
recorded,
)
)
result = eng.run()
t = result.transcript
assert "round 1 hero: delay before v2" in t
# Order within round 1: hero delays, v1 acts, hero acts, THEN v2 acts.
idx = _order(
t,
"round 1 hero: delay before v2",
"round 1 v1: wait",
"round 1 hero: wait",
"round 1 v2: wait",
)
assert idx == tuple(sorted(idx))
assert [r for c, _n, r in recorded if c == "hero"][1] == (
ActionResult(kind="delay", ok=True, reason="delayed"),
)
# v2's own feedback confirms it acted after the delayed hero (its wait ok).
v2_results = [r for c, _n, r in recorded if c == "v2"]
assert v2_results[1] == (
ActionResult(kind="wait", ok=True, reason="ok"),
)
# New total = v2's 3 - 0.5; v2's own key is untouched.
assert eng._initiative_keys["hero"] == (2.5, 2, 0)
assert eng._initiative_keys["v2"] == (3, 0, 2)
# ── (c) a second delay in the same round → already_delayed ───────────────────
def test_second_delay_same_round_is_rejected() -> None:
recorded: list[tuple[str, int, tuple[ActionResult, ...]]] = []
eng = _trio(
_counting_policy(
lambda cid, n: (Action(kind="delay"),)
if cid == "hero" and n in (0, 1)
else _WAIT,
recorded,
)
)
result = eng.run()
t = result.transcript
assert "round 1 hero: delay" in t
assert "round 1 hero: delay rejected (already_delayed)" in t
# The re-queued turn acted exactly once more; no third insertion happened.
assert t.count("round 1 hero: delay") == 1
assert t.count("round 1 hero: delay rejected (already_delayed)") == 1
hero_turn_lines = [line for line in t if line.startswith("round 1 hero:")]
assert len(hero_turn_lines) == 2
# The rejected delay is reported with ok=False on the following turn.
hero_results = [r for c, _n, r in recorded if c == "hero"]
assert hero_results[2] == (
ActionResult(kind="delay", ok=False, reason="already_delayed"),
)
# The rejected second delay did not move the initiative key again.
assert eng._initiative_keys["hero"] == (2.5, 2, 0)
# ── (d) a round without any delay keeps the pinned transcript byte-identical ─
def test_non_delay_round_transcript_is_pinned() -> None:
recorded: list[tuple[str, int, tuple[ActionResult, ...]]] = []
eng = _trio(_counting_policy(lambda _cid, _n: _WAIT, recorded))
result = eng.run()
assert result.transcript == (
"initiative: hero d20=5+2=7",
"initiative: v1 d20=4+1=5",
"initiative: v2 d20=3+0=3",
"round 1 hero: wait",
"round 1 v1: wait",
"round 1 v2: wait",
"round 2 hero: wait",
"round 2 v1: wait",
"round 2 v2: wait",
"battle over: draw after 2 rounds",
)
assert result.winner is None
assert result.rounds == 2
for state in eng._states:
assert state.delayed_this_round is False
assert state.delay_before is None
# ── (e) delayed_this_round resets at the start of the next round ─────────────
def test_delay_flag_resets_next_round() -> None:
recorded: list[tuple[str, int, tuple[ActionResult, ...]]] = []
eng = _trio(
_counting_policy(
lambda cid, n: (Action(kind="delay"),)
if cid == "hero" and n in (0, 2)
else _WAIT,
recorded,
)
)
result = eng.run()
t = result.transcript
# Hero delays in BOTH rounds — the round-2 delay is accepted, not rejected.
assert "round 1 hero: delay" in t
assert "round 2 hero: delay" in t
assert not any("already_delayed" in line for line in t)
# Round 2: hero (now last, total 2.5) delays again → min 2.5 - 0.5 = 2.0.
idx = _order(
t,
"round 2 v1: wait",
"round 2 v2: wait",
"round 2 hero: delay",
"round 2 hero: wait",
)
assert idx == tuple(sorted(idx))
assert eng._initiative_keys["hero"] == (2.0, 2, 0)
hero = eng._states[0]
assert hero.delayed_this_round is True
# ── (f) a delayed turn does not double-process the start of the round ─────────
def _delay_bleed_engine() -> CombatEngine:
"""hero (mod +2 → 7, delays then acts) vs v1 (mod +1 → 5) vs v2 (mod 0 → 3).
hero is bleeding and carries a 2-round buff; the initiative rolls are the
only d20s the engine may consume (a repeated dying/confusion roll or a
second bleed tick that drops hero below 0 would raise on an empty queue).
"""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
v1 = make_state(_combatant("v1", initiative_mod=1), "monsters", (0, 3))
v2 = make_state(_combatant("v2"), "monsters", (0, 5))
eng = CombatEngine(
ScriptedRng([7, 5, 3]), make_grid(), [hero, v1, v2],
policy=_counting_policy(
lambda cid, n: (Action(kind="delay"),) if (cid, n) == ("hero", 0) else _WAIT,
[],
),
round_cap=1,
)
hero.bleed_damage = 1
hero.active_buffs.append(
ActiveBuff(modifiers=(StatModifier(target="ac", value=2, bonus_type="insight"),),
rounds_left=2, source="test")
)
return eng
def _bleed_ticks(eng: CombatEngine, cid: str) -> int:
return sum(1 for ln in eng._transcript if f"{cid}: bleed" in ln)
def test_delay_does_not_double_bleed_tick() -> None:
# Given: a bleeding combatant that delays; When: it acts later the same
# round; Then: bleed ticks exactly once (the re-inserted turn skips the
# start-of-turn gate).
eng = _delay_bleed_engine()
eng.run()
assert _bleed_ticks(eng, "hero") == 1
def test_delay_does_not_double_decrement_buff_duration() -> None:
# Given: a delayed combatant carrying a 2-round buff; When: the round runs
# (hero acts twice: the delay turn and the re-inserted turn); Then: the
# buff duration decrements once (2 -> 1), not twice.
eng = _delay_bleed_engine()
hero = eng._states[0]
eng.run()
assert [b.rounds_left for b in hero.active_buffs] == [1]