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