Add combat facts layer with tests

Pure computation: lethal damage lines, block values, threat model,
deck counts, affordability. Jev never does arithmetic; facts.py
computes the numbers and passes conclusions in.
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0xrsydn 2026-09-21 17:09:43 +07:00
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#!/usr/bin/env python3
"""
facts.py -- compute hard facts in code so Jev never has to.
Why this module exists
----------------------
Measured against jev-1.13.0: given energy 3, hand Strike(1c/6dmg) x3 plus
Bash(2c/8dmg), and a target on 19 HP, Jev bucketed the max damage as
"18_to_23" (correct) but answered "is lethal available?" as 0.79 YES
(wrong -- the true max is 18). It reported 0.79 confidence on that wrong
answer, so confidence gating cannot catch arithmetic errors.
Conclusion: every comparison, sum, and threshold is computed here. Jev is
handed conclusions ("lethal_available": true) and is only ever asked about
preference, priority, and semantics.
Damage model and its honest limits
----------------------------------
Handled:
* base damage parsed from the card description
* multi-hit ("Deal 3 damage 2 times.")
* area of effect ("... to ALL enemies.")
* Strength on the attacker (+ per hit)
* Vulnerable on the target (x1.5)
* Weak on the attacker (x0.75)
* enemy Block
Not handled (documented, not guessed):
* ordering effects (Bash applying Vulnerable before a later attack)
* relics that modify damage
* enemy powers that reduce incoming damage
* X-cost cards
So `lethal_available` is a LOWER bound: true means lethal is genuinely
reachable. False may still be reachable in game. That is the safe direction
for a bot -- we never claim lethal we cannot deliver.
"""
from __future__ import annotations
import itertools
import json
import re
from dataclasses import dataclass, field
from typing import Any
# --------------------------------------------------------------------------
# Thresholds -- all policy lives here, not in the prompt
# --------------------------------------------------------------------------
THREAT_NONE = "none"
THREAT_CHIP = "chip" # <= 15% of current HP
THREAT_HEAVY = "heavy" # <= 40% of current HP
THREAT_SEVERE = "severe" # <= 70% of current HP
THREAT_LETHAL = "lethal" # >= current HP
HP_HEALTHY = "healthy" # > 60%
HP_WOUNDED = "wounded" # 30-60%
HP_CRITICAL = "critical" # < 30%
DAMAGE_RE = re.compile(
r"Deal\s+(\d+)\s+damage(?:\s+(\d+)\s+times)?(?:\s+to\s+ALL\s+enemies)?",
re.IGNORECASE,
)
AOE_RE = re.compile(r"to\s+ALL\s+enemies", re.IGNORECASE)
BLOCK_RE = re.compile(r"Gain\s+(\d+)\s+Block", re.IGNORECASE)
def _as_int(value: Any, default: int = 0) -> int:
"""Card costs arrive as strings ('1', '2', sometimes 'X')."""
try:
return int(str(value).strip())
except (TypeError, ValueError):
return default
def power_amount(statuses: list | None, name: str) -> int:
"""Read a power amount by display name, e.g. 'Strength'."""
total = 0
for entry in statuses or []:
if not isinstance(entry, dict):
continue
if str(entry.get("name", "")).lower() == name.lower():
total += _as_int(entry.get("amount"), 0)
return total
# --------------------------------------------------------------------------
# Card damage
# --------------------------------------------------------------------------
@dataclass(frozen=True)
class CardDamage:
base: int
hits: int
is_aoe: bool
@property
def raw_total(self) -> int:
return self.base * self.hits
def block_value(card: dict) -> int:
"""Block a card grants, parsed from its description."""
match = BLOCK_RE.search(card.get("description") or "")
return int(match.group(1)) if match else 0
def parse_card_damage(card: dict) -> CardDamage:
match = DAMAGE_RE.search(card.get("description") or "")
if not match:
return CardDamage(base=0, hits=0, is_aoe=False)
base = int(match.group(1))
hits = int(match.group(2)) if match.group(2) else 1
return CardDamage(
base=base,
hits=hits,
is_aoe=bool(AOE_RE.search(card.get("description") or "")),
)
def damage_to_target(
card: dict,
attacker_status: list | None,
target_status: list | None,
target_block: int = 0,
) -> int:
"""Damage one card deals to one target after buffs, debuffs, and block."""
dmg = parse_card_damage(card)
if dmg.raw_total == 0:
return 0
strength = power_amount(attacker_status, "Strength")
per_hit = dmg.base + strength
if power_amount(attacker_status, "Weak"):
per_hit = int(per_hit * 0.75)
total = per_hit * dmg.hits
if power_amount(target_status, "Vulnerable"):
total = int(total * 1.5)
return max(0, total - max(0, target_block))
# --------------------------------------------------------------------------
# Enemy facts
# --------------------------------------------------------------------------
@dataclass
class EnemyFact:
entity_id: str
name: str
hp: int
max_hp: int
block: int
incoming_damage: int
intent_kinds: list[str] = field(default_factory=list)
intent_text: list[str] = field(default_factory=list)
statuses: list[str] = field(default_factory=list)
is_minion: bool = False
@property
def effective_hp(self) -> int:
return self.hp + self.block
@property
def hp_pct(self) -> float:
return self.hp / self.max_hp if self.max_hp else 0.0
def to_state(self) -> dict:
return {
"id": self.entity_id,
"name": self.name,
"hp_state": _hp_bucket(self.hp_pct, self.hp),
"incoming": self.incoming_damage,
"intends": ", ".join(self.intent_text) or "unknown",
"statuses": self.statuses or "none",
}
def _hp_bucket(pct: float, hp: int | None = None) -> str:
"""
Bucket health by percentage, but never call very low ABSOLUTE HP healthy.
Measured: an event option set the player's max HP to 1. At 1/1 the
percentage is 100% and this returned "healthy", so the bot walked into a
normal fight at 1 HP and died. A percentage is meaningless once max HP
itself is tiny.
"""
if hp is not None and hp <= 5:
return HP_CRITICAL
if pct > 0.6:
return HP_HEALTHY
if pct >= 0.3:
return HP_WOUNDED
return HP_CRITICAL
def _intent_damage(intent: dict) -> int:
"""
Intent damage. `label` is the authoritative number the game shows,
e.g. '12' or '12x2'. Fall back to parsing the description.
"""
if intent.get("type") != "Attack":
return 0
label = str(intent.get("label") or "").strip()
multi = re.match(r"^(\d+)\s*[xX×]\s*(\d+)$", label)
if multi:
return int(multi.group(1)) * int(multi.group(2))
if label.isdigit():
return int(label)
found = re.search(r"(\d+)", label)
if found:
return int(found.group(1))
desc = intent.get("description") or ""
found = re.search(r"(\d+)\s*damage", desc, re.IGNORECASE)
return int(found.group(1)) if found else 0
def enemy_facts(enemy: dict) -> EnemyFact:
statuses = enemy.get("status") or []
intents = enemy.get("intents") or []
names = [str(s.get("name")) for s in statuses if isinstance(s, dict) and s.get("name")]
return EnemyFact(
entity_id=str(enemy.get("entity_id") or "?"),
name=str(enemy.get("name") or "?"),
hp=_as_int(enemy.get("hp")),
max_hp=_as_int(enemy.get("max_hp")),
block=_as_int(enemy.get("block")),
incoming_damage=sum(_intent_damage(i) for i in intents if isinstance(i, dict)),
intent_kinds=[str(i.get("type")) for i in intents if isinstance(i, dict)],
intent_text=[
str(i.get("description") or i.get("title") or i.get("type"))
for i in intents
if isinstance(i, dict)
],
statuses=names,
)
# --------------------------------------------------------------------------
# Lethal search
# --------------------------------------------------------------------------
# --------------------------------------------------------------------------
# Combat facts
# --------------------------------------------------------------------------
@dataclass
class CombatFacts:
round: int
in_play_phase: bool
turn: str
energy: int
max_energy: int
hp: int
max_hp: int
block: int
incoming_damage: int
enemies: list[EnemyFact]
hand: list[dict]
playable: list[dict]
potions: list[dict]
lethal_available: bool
killable: list[str]
deck_counts: dict
draw_pile_count: int
discard_pile_count: int
exhaust_pile_count: int
@property
def hp_pct(self) -> float:
return self.hp / self.max_hp if self.max_hp else 0.0
@property
def hp_bucket(self) -> str:
return _hp_bucket(self.hp_pct, self.hp)
@property
def unblocked_damage(self) -> int:
return max(0, self.incoming_damage - self.block)
@property
def threat(self) -> str:
incoming = self.unblocked_damage
if incoming <= 0:
return THREAT_NONE
if incoming >= self.hp:
return THREAT_LETHAL
if incoming <= self.max_hp * 0.15:
return THREAT_CHIP
if incoming <= self.max_hp * 0.40:
return THREAT_HEAVY
return THREAT_SEVERE
@property
def total_enemy_hp(self) -> int:
return sum(e.effective_hp for e in self.enemies)
@property
def max_block_available(self) -> int:
"""Block obtainable from playable cards within the energy budget."""
energy = self.energy
total = 0
for card in sorted(self.playable, key=block_value, reverse=True):
value = block_value(card)
if value <= 0:
continue
cost = _as_int(card.get("cost"))
if cost <= energy:
total += value
energy -= cost
return total
@property
def survives_with_cards(self) -> bool:
"""
True when existing block plus reachable card block covers the incoming
damage. Used to decide whether a potion is the ONLY way to survive.
"""
return self.block + self.max_block_available >= self.incoming_damage
def to_state(self) -> dict:
"""
The compact, semantic state handed to Jev.
Deliberately contains NO raw numbers that Jev would have to compare.
Buckets and booleans only, so arithmetic never crosses the boundary.
"""
return {
"combat": {
"round": self.round,
"your_turn": self.in_play_phase,
"energy": self.energy,
"your_health": self.hp_bucket,
"incoming_threat": self.threat,
"lethal_available": self.lethal_available,
"can_survive_with_cards": self.survives_with_cards,
"enemies_you_can_kill_now": self.killable or "none",
"enemies": [e.to_state() for e in self.enemies],
"hand": [
{
"index": c.get("index"),
"name": c.get("name"),
"cost": _as_int(c.get("cost")),
"type": c.get("type"),
"targets": c.get("target_type"),
"text": c.get("description"),
}
for c in self.hand
],
# Potions cost no energy, so they are always an alternative.
# `slot` is the index use_potion expects, NOT the list position.
"potions": [
{
"slot": p.get("slot"),
"name": p.get("name"),
"targets": p.get("target_type"),
"text": p.get("description"),
}
for p in self.potions
],
"cannot_play": [
{"index": c.get("index"), "name": c.get("name"),
"why": c.get("unplayable_reason")}
for c in self.hand
if not c.get("can_play")
],
}
}
def describe(self) -> str:
lines = [
f"round={self.round} turn={self.turn} play_phase={self.in_play_phase}",
f"energy={self.energy}/{self.max_energy} hand={len(self.hand)} playable={len(self.playable)}",
f"hp={self.hp}/{self.max_hp} ({self.hp_bucket}) block={self.block}",
f"incoming={self.incoming_damage} unblocked={self.unblocked_damage} threat={self.threat}",
f"lethal_available={self.lethal_available} killable={self.killable}",
f"block_available={self.max_block_available} survives_with_cards={self.survives_with_cards}",
f"potions={[p.get('name') for p in self.potions]}",
f"piles: draw={self.draw_pile_count} discard={self.discard_pile_count} exhaust={self.exhaust_pile_count}",
f"deck: {self.deck_counts}",
]
for e in self.enemies:
lines.append(
f" enemy {e.entity_id}: {e.name} {e.hp}/{e.max_hp} block={e.block} "
f"incoming={e.incoming_damage} intents={e.intent_kinds}"
)
return "\n".join(lines)
def combat_facts(observation: dict) -> CombatFacts:
battle = observation.get("battle") or {}
player = observation.get("player") or {}
enemies = [enemy_facts(e) for e in (battle.get("enemies") or [])]
hand = list(player.get("hand") or [])
energy = _as_int(player.get("energy"))
player_status = player.get("status") or []
playable = [c for c in hand if c.get("can_play")]
# A card is playable only if we can also afford it.
affordable = [c for c in playable if _as_int(c.get("cost")) <= energy]
killable: list[str] = []
for enemy in enemies:
best = _subset_damage(affordable, energy, player_status, enemy)
if enemy.effective_hp > 0 and best >= enemy.effective_hp:
killable.append(enemy.entity_id)
lethal = bool(enemies) and len(killable) == len(enemies)
# draw/discard/exhaust piles expose only {name, cost, star_cost, description}
# with no `type`, so composition is counted by card name for every pile.
deck_counts: dict[str, int] = {}
for pile in ("hand", "draw_pile", "discard_pile", "exhaust_pile"):
for card in player.get(pile) or []:
key = str(card.get("name") or "?")
deck_counts[key] = deck_counts.get(key, 0) + 1
return CombatFacts(
round=_as_int(battle.get("round")),
in_play_phase=bool(battle.get("is_play_phase")),
turn=str(battle.get("turn") or "?"),
energy=energy,
max_energy=_as_int(player.get("max_energy")),
hp=_as_int(player.get("hp")),
max_hp=_as_int(player.get("max_hp")),
block=_as_int(player.get("block")),
incoming_damage=sum(e.incoming_damage for e in enemies),
enemies=enemies,
hand=hand,
playable=affordable,
potions=[p for p in (player.get("potions") or []) if isinstance(p, dict)],
lethal_available=lethal,
killable=killable,
deck_counts=deck_counts,
draw_pile_count=_as_int(player.get("draw_pile_count")),
discard_pile_count=_as_int(player.get("discard_pile_count")),
exhaust_pile_count=_as_int(player.get("exhaust_pile_count")),
)
def _subset_damage(playable: list[dict], energy: int, attacker_status: list, enemy: EnemyFact) -> int:
"""Exact max damage over subsets, honouring energy and enemy block."""
best = 0
n = min(len(playable), 12)
for r in range(1, n + 1):
for combo in itertools.combinations(range(n), r):
cost = sum(_as_int(playable[i].get("cost")) for i in combo)
if cost > energy:
continue
total = 0
for i in combo:
card = playable[i]
dmg = parse_card_damage(card)
if dmg.raw_total == 0:
continue
per_hit = dmg.base + power_amount(attacker_status, "Strength")
if power_amount(attacker_status, "Weak"):
per_hit = int(per_hit * 0.75)
card_total = per_hit * dmg.hits
if power_amount(enemy_status_names(enemy), "Vulnerable"):
card_total = int(card_total * 1.5)
total += card_total
if total > best:
best = total
return max(0, best - max(0, enemy.block))
def enemy_status_names(enemy: EnemyFact) -> list:
"""Adapt the name list back into the shape power_amount expects."""
return [{"name": n, "amount": 1} for n in enemy.statuses]
# --------------------------------------------------------------------------
# CLI
# --------------------------------------------------------------------------
def main() -> int:
import sys
import pathlib
path = sys.argv[1] if len(sys.argv) > 1 else "capture/09_now.json"
obs = json.loads(pathlib.Path(path).read_text())
if obs.get("state_type") not in ("monster", "elite", "boss"):
print(f"not a combat state: state_type={obs.get('state_type')!r}")
return 1
facts = combat_facts(obs)
print("=== FACTS ===")
print(facts.describe())
print()
print("=== SEMANTIC STATE FOR JEV ===")
print(json.dumps(facts.to_state(), indent=2))
return 0
if __name__ == "__main__":
raise SystemExit(main())