fix(combat): channel energy targets living vs undead

This commit is contained in:
2026-09-05 00:16:17 +02:00
parent 7591614460
commit 22d76e9677
7 changed files with 124 additions and 27 deletions
+7 -3
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@@ -381,11 +381,15 @@ Règles modélisées :
toute transparence (noms décoratifs / de race) — aucun n'est silencieusement ignoré
(`tests/test_feats.py`).
- Capacités de classe émises par `default_policy`, chacune conditionnée à une ressource
`> 0` dépensée dans la méthode d'exécution : `channel_energy` (oni, allié < 50 % ou
ennemis groupés à 30 ft), sortilège `evil_eye` (nairda), deed `up_close_and_deadly`
`> 0` dépensée dans la méthode d'exécution : `channel_energy` (oni, énergie positive :
si un allié est < 50 % de ses PV → soigne tous les êtres vivants à 30 ft ; sinon, si au
moins 2 morts-vivants ennemis sont groupés à 30 ft → les blesse en 2d6 ; le camp de la
cible n'est pas pris en compte — seul `creature_type` compte, `selective_channeling` non
modélisé), sortilège `evil_eye` (nairda), deed `up_close_and_deadly`
(tammara, action bonus +1d6 à ≤ 30 ft), `inspire_courage` + `spell_combat` (misty)
— couvertes par `tests/test_class_abilities.py`.
- Le Liche (`data/monsters/lich.json`) : aura de terreur (30 ft, Volonté DD 22 ou
- Le Liche (`data/monsters/lich.json`) : `creature_type: "undead"` (sensible à l'énergie
positive canalisée), aura de terreur (30 ft, Volonté DD 22 ou
`shaken` 1 round, au début de son tour) et contact paralysant (au toucher,
`paralysé` 1d4+1 rounds), RD 15/magie+contondant ; son JSON porte un dictionnaire
`spell_slots` sans clés dupliquées.
+1
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@@ -2,6 +2,7 @@
"name": "Lich",
"level": 11,
"size": "Medium",
"creature_type": "undead",
"abilities": {
"str_score": 12,
"dex_score": 14,
+40 -20
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@@ -295,6 +295,7 @@ class Action:
hex_name: str | None = None # "evil_eye", "slumber", "cackle"
deed_name: str | None = None # "up_close_and_deadly", "quick_clear"
class_ability: str | None = None # "deed"|"spell_combat"|"inspire_courage"|"hex"|"channel"
channel_mode: Literal["heal", "harm"] | None = None # channel energy polarity for this use
@dataclass(frozen=True)
@@ -1156,7 +1157,9 @@ class CombatEngine:
"""Dispatch a class-ability action by kind, reading its carrier field."""
kind = action.kind
if kind == "channel_energy":
self._execute_channel_energy(state, target)
self._execute_channel_energy(
state, target, action.channel_mode or "heal"
)
elif kind == "hex":
self._execute_hex(state, target, action.hex_name)
elif kind == "deed":
@@ -1393,9 +1396,18 @@ class CombatEngine:
)
def _execute_channel_energy(
self, state: CombatantState, target: CombatantState | None
self,
state: CombatantState,
target: CombatantState | None,
channel_mode: Literal["heal", "harm"],
) -> None:
"""Execute channel energy (burst 30ft, 2d6 heal/damage, spends channel energy)."""
"""Execute channel energy (positive energy, burst 30ft, 2d6).
Heal mode heals all living creatures in the burst; harm mode damages
all undead creatures in the burst — the target's side does not matter
(PF1e Channel Energy: positive energy heals living creatures and
damages undead creatures within 30 feet).
"""
if not state.spend_resource("channel_energy", 1):
self._log(
f"round {self._current_round} {state.combatant.id}: "
@@ -1407,8 +1419,7 @@ class CombatEngine:
# Channel energy affects all creatures within 30ft (6 cells)
radius_cells = 30 // _SQUARE_FT # 6 cells
center = state.pos
affected = self._creatures_in_range(center, radius_cells)
affected = self._creatures_in_range(state.pos, radius_cells)
if not affected:
self._log(
@@ -1417,22 +1428,21 @@ class CombatEngine:
)
return
# Determine if healing or harming based on target relationship
is_harm = target.side != state.side
wanted_type = "living" if channel_mode == "heal" else "undead"
hit = [s for s in affected if s.combatant.creature_type == wanted_type]
# 2d6 damage/healing
dmg = 1 + self._rng.roll_die(11) # 2d6
for affected_state in affected:
is_ally = affected_state.side == state.side
if is_ally and not is_harm:
for affected_state in hit:
if channel_mode == "heal":
self._channel_heal(state, affected_state, dmg)
elif not is_ally and is_harm:
else:
self._channel_damage(state, affected_state, dmg)
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"channel energy ({'harm' if is_harm else 'heal'}) {dmg} -> {len(affected)} targets"
f"channel energy ({channel_mode}) {dmg} -> {len(hit)} targets"
)
def _channel_heal(
@@ -2524,8 +2534,15 @@ def default_policy(engine: CombatEngine, state: CombatantState) -> tuple[Action,
return (Action(kind="withdraw", target_id=target.combatant.id),)
# Channel energy (oni): standard action that heal/harms in a 30ft burst.
if _emit_channel_energy(engine, state):
return (Action(kind="channel_energy", target_id=target.combatant.id),)
channel_mode = _emit_channel_energy(engine, state)
if channel_mode is not None:
return (
Action(
kind="channel_energy",
target_id=target.combatant.id,
channel_mode=channel_mode,
),
)
# Hex (nairda): standard action when the target is within close range.
if _emit_hex(engine, state, target):
@@ -2558,21 +2575,24 @@ _GROUPED_ENEMY_COUNT = 2
_HEX_RANGE_FT = 25
def _emit_channel_energy(engine: CombatEngine, state: CombatantState) -> bool:
"""True when oni should channel energy: resource available and a trigger is met."""
def _emit_channel_energy(
engine: CombatEngine, state: CombatantState
) -> Literal["heal", "harm"] | None:
"""Channel mode when oni should channel (heal living / harm undead)."""
if state.resources_left.get("channel_energy", 0) <= 0:
return False
return None
if _find_ally_needing_heal(engine, state) is not None:
return True
return "heal"
radius_cells = 30 // _SQUARE_FT
grouped_enemies = [
grouped_undead_enemies = [
s
for s in engine.states
if s.side != state.side
and s.active
and s.combatant.creature_type == "undead"
and engine.grid.distance(state.pos, s.pos) <= radius_cells
]
return len(grouped_enemies) >= _GROUPED_ENEMY_COUNT
return "harm" if len(grouped_undead_enemies) >= _GROUPED_ENEMY_COUNT else None
def _emit_hex(
+1
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@@ -267,6 +267,7 @@ class Combatant(_FrozenModel):
name: str
level: int = Field(ge=1)
size: str = "Medium"
creature_type: Literal["living", "undead", "construct"] = "living"
abilities: AbilityScores
hp_max: int = Field(ge=1)
ac: ACProfile
+67
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@@ -7,6 +7,8 @@ tammara (deeds), misty (spell_combat + inspire_courage). Each class has an
from __future__ import annotations
from typing import Literal
from pf1e_simulator.combat import Action, CombatantState, CombatEngine, default_policy
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
@@ -29,6 +31,7 @@ def _combatant(
resources: dict[str, int] | None = None,
spells: list[str] | None = None,
hp_max: int = 20,
creature_type: Literal["living", "undead", "construct"] = "living",
) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
@@ -55,6 +58,7 @@ def _combatant(
attacks=[attack],
resources=resources or {},
spells=spells or [],
creature_type=creature_type,
)
@@ -134,6 +138,69 @@ def test_oni_channel_energy_spends_resource() -> None:
assert me.resources_left["channel_energy"] == 5
def test_oni_channel_harm_does_not_damage_living_enemy() -> None:
"""Regression: positive energy must not damage living creatures (reported bug:
oni harmed a Giant Belostomatid — living vermin). Harm mode only hits undead."""
oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
vermin = _combatant("belostomatid", hp_max=30)
engine, me, enemy = _engine(oni, [vermin], rng_queue=[11])
action = Action(
kind="channel_energy", target_id=vermin.id, channel_mode="harm"
)
engine._execute(me, action)
assert me.hp == 30 # living caster unaffected by harm mode
assert enemy[0].hp == 30 # living vermin unaffected by harm mode
def test_oni_channel_harm_damages_undead() -> None:
"""Harm mode damages undead creatures in the burst regardless of side."""
oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
lich = _combatant("lich", hp_max=100, creature_type="undead")
engine, me, enemy = _engine(oni, [lich], rng_queue=[11])
action = Action(kind="channel_energy", target_id=lich.id, channel_mode="harm")
engine._execute(me, action)
assert enemy[0].hp == 100 - (1 + 11) # 2d6 = 1 + roll_die(11)
def test_oni_channel_heal_heals_living_enemies_in_range() -> None:
"""Heal mode heals all living creatures in the burst — including enemies
(Selective Channeling, which would exclude them, is not modeled)."""
oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
goblin = _combatant("goblin", hp_max=6)
engine, me, enemy = _engine(oni, [goblin], rng_queue=[5])
enemy[0].hp = 2
action = Action(
kind="channel_energy", target_id=me.combatant.id, channel_mode="heal"
)
engine._execute(me, action)
assert enemy[0].hp == min(2 + (1 + 5), 6) # healed, capped at hp_max
def test_oni_emits_channel_harm_only_for_grouped_undead() -> None:
"""Channel harm is emitted only when at least 2 undead enemies are grouped at 30ft
— living enemies are never harmed by positive energy."""
oni = _combatant("oni", resources={"channel_energy": 6}, hp_max=30)
lich1 = _combatant("lich1", hp_max=100, creature_type="undead")
engine, me, _ = _engine(oni, [lich1])
assert not any(a.kind == "channel_energy" for a in default_policy(engine, me))
lich2 = _combatant("lich2", hp_max=100, creature_type="undead")
engine, me, _ = _engine(oni, [lich1, lich2])
actions = default_policy(engine, me)
assert any(
a.kind == "channel_energy" and a.channel_mode == "harm"
for a in actions
)
# --- nairda: hex ---
+2 -2
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@@ -35,9 +35,9 @@ def _make_grid() -> Grid:
def _make_channel_policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
"""Emit a channel_energy on an alpha, otherwise the default policy."""
"""Emit a channel_energy (heal mode) on an alpha, otherwise the default policy."""
if state.combatant.id == "oni-a":
return (Action(kind="channel_energy", target_id="oni-b"),)
return (Action(kind="channel_energy", target_id="oni-b", channel_mode="heal"),)
return default_policy(_engine, state)
+6 -2
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@@ -37,15 +37,19 @@ def test_monte_carlo_caster_pc_casts_spell() -> None:
"""oni (cleric) casts against data/spells/ once it drops below 50% HP.
oni's known spells overlap the registry's heal spells (Cure Light/Moderate
Wounds); with enough damage taken it heals via cast_spell. The Monte Carlo
Wounds); with enough damage taken it heals via cast_spell. Channel energy is
stripped from the resource pool: it now heals living creatures in the burst,
so below 50% HP oni self-heals by channeling and never reaches the spell
branch — this test stays a pure spell-wiring check. The Monte Carlo
loop mirrors run_encounter: build fresh states and one CombatEngine per run
with the registry from SPELLS_DIR.
"""
oni = load_combatant(ONI).model_copy(update={"resources": {}})
spec = EncounterSpec(
map=load_map(MAP),
round_cap=100,
sides=(
Side(name="players", combatants=(load_combatant(ONI),), zone="A"),
Side(name="players", combatants=(oni,), zone="A"),
Side(name="monsters", combatants=(load_combatant(GOBLIN),) * 4, zone="B"),
),
)