feat(rules): Stealth + opposed Perception - opt-in hide move action (Stealth d20 + trained class + ACP + size mod vs each enemy Perception with -1/10ft distance; observed creatures cannot be hidden from), per-observer hidden_from state treated as total concealment + unseen-attacker +2/deny-Dex for failed observers, attacking or running/charging breaks stealth, move/5-foot-step/withdraw re-check the opposed roll, observation exposes hidden_from (SRD Stealth/Perception/Skill Checks), 13 tests
This commit is contained in:
+275
-12
@@ -272,6 +272,17 @@ _TUMBLE_SPACE_ENTRY_DC = 5
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_TUMBLE_EXTRA_OPPONENT_DC = 2
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# SRD "Acrobatics" - Tumble: "You move at half speed when you tumble".
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_TUMBLE_SPEED_FACTOR = 0.5
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# PF1e (SRD "Stealth" - Modifiers): size bonus/penalty on Stealth checks.
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_STEALTH_SIZE_MOD: dict[str, int] = {
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"fine": 16, "diminutive": 12, "tiny": 8, "small": 4, "medium": 0,
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"large": -4, "huge": -8, "gargantuan": -12, "colossal": -16,
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}
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# PF1e (SRD "Perception"): notice checks take -1 per 10 feet of distance.
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_STEALTH_DISTANCE_FT = 10
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# SRD "Stealth": moving faster than half speed takes -5 on the Stealth check
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# (engine: a move/withdraw action's budget is the full speed, so its re-check
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# carries the -5; see _stealth_after_move).
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_STEALTH_MOVE_PENALTY = -5
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_HELPLESS_MELEE_BONUS = 4 # PF1e: +4 melee attack rolls (and crit confirms) vs helpless
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# PF1e: a helpless creature (paralyzed, held, bound, sleeping, unconscious —
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# stunned is NOT helpless) has an effective Dexterity score of 0, i.e. a -5
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@@ -294,6 +305,9 @@ _DISABLED_MOVE_KINDS: frozenset[str] = frozenset(
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"wait",
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"retrieve_weapon",
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"repair_weapon",
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# CRB "Disabled" lists "moving 5 feet or more" as strenuous; hiding
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# in place is a move action that does not move - not strenuous.
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"hide",
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}
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)
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# PF1e (CRB, Combat Maneuver): attempting a combat maneuver provokes an
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@@ -1029,6 +1043,16 @@ class CombatantState:
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# combatant while the target lives and stands in reach, dissipated when
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# this combatant casts another spell. None when no charge is held.
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held_charge: HeldCharge | None = None
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# PF1e Stealth (SRD "Stealth": "Creatures that fail to beat your Stealth
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# check are not aware of you and treat you as if you had total
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# concealment", KB rules/ultimate-intrigue/perception-and-stealth.md):
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# the ids of observers that currently cannot perceive this combatant -
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# per-observer invisibility, which the global condition machinery cannot
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# express (a creature can be hidden from one foe and seen by another).
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# Set by the `hide` action's opposed check, re-rolled when the creature
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# hides or moves again, and cleared the moment the creature makes an
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# attack roll (SRD "Breaking Stealth").
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hidden_from: set[str] = field(default_factory=set)
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def usable_attacks(self) -> list[AttackSpec]:
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# PF1e (CRB "Breaking Items" / "Conditions - Broken"): a broken
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@@ -1359,7 +1383,10 @@ class Action:
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Combat Casting) or the spell fizzles. ``move`` accepts ``tumble``: the
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move happens at half speed and each opponent crossed is passed with one
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Acrobatics check against its CMD (SRD "Acrobatics" - Tumble; see the
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``tumble`` field comment).
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``tumble`` field comment). ``hide`` is a move action: a Stealth check
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opposed by each enemy observer's Perception check (distance -1 per 10
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ft); observers that fail cannot perceive the creature until it attacks
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or moves again (SRD "Stealth" - see ``_execute_hide``).
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"""
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kind: Literal[
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@@ -1369,7 +1396,7 @@ class Action:
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"inspire_courage", "retrieve_weapon", "repair_weapon",
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"activate_power_attack", "delay", "ready",
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"total_defense", "fight_defensively", "stand_up", "drop_prone",
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"aid_another", "run",
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"aid_another", "run", "hide",
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]
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target_id: str | None = None
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spell_name: str | None = None
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@@ -1852,6 +1879,10 @@ class CombatEngine:
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"weapon_dropped": tuple(sorted(state.weapon_dropped)),
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"carried_items": tuple(state.carried_items),
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"grappled_with": state.grappled_with,
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# SRD "Stealth": ids of observers that currently cannot perceive
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# this combatant (they failed the opposed Perception check); the
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# policy sees who is hidden from whom (per-observer invisibility).
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"hidden_from": tuple(sorted(state.hidden_from)),
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"moved_this_turn": state.moved_this_turn,
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"power_attack": state.power_attack,
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"defensive_ac_bonus": state.defensive_ac_bonus,
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@@ -3407,8 +3438,16 @@ class CombatEngine:
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if self._has_condition_named(attacker, "prone"):
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atk_mods.append(StatModifier(target="attack", value=-4))
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# PF1e: an invisible attacker strikes from an unknown direction (+2 on
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# attack and crit confirmation, target loses its Dex bonus to AC).
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if self._has_condition_named(attacker, "invisible"):
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# attack and crit confirmation, target loses its Dex bonus to AC). A
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# creature hidden from its target by a successful Stealth check strikes
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# as an unseen attacker exactly the same way (SRD "Stealth": observers
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# that fail the check "are not aware of you and treat you as if you
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# had total concealment" - CRB "Unseen Attackers and Targets" gives
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# the unseen attacker +2 and denies the defender its Dex bonus).
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attacker_unseen = self._has_condition_named(
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attacker, "invisible"
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) or self._is_hidden_from(attacker, target)
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if attacker_unseen:
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atk_mods.append(StatModifier(target="attack", value=_INVISIBLE_ATTACK_BONUS))
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# PF1e (CRB): melee attacks (melee touch included) against a helpless
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# target gain +4; the helpless state includes paralyzed, asleep and
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@@ -3434,11 +3473,12 @@ class CombatEngine:
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# loses its DEX bonus too (U5e), reusing the same AC path — unless it
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# has the Run feat (SRD Run: "You lose any Dexterity bonus to AC
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# unless you have the Run feat"). An invisible attacker also denies
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# the target's DEX bonus to AC.
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# the target's DEX bonus to AC, and so does one hidden from the
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# target by Stealth (attacker_unseen above).
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denies_dex = (
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self.has_condition_flag(target, "denies_dex_to_ac")
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or self._running_denies_dex(target)
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or self._has_condition_named(attacker, "invisible")
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or attacker_unseen
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)
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ac = self._attack_ac(attacker, target, weapon, dist_ft, denies_dex=denies_dex)
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hit = roll == _NATURAL_TWENTY or (roll != _NATURAL_ONE and total >= ac)
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@@ -3495,6 +3535,13 @@ class CombatEngine:
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else:
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splash_total = self._splash_scatter(attacker, target, weapon)
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attacker.aid_attack_bonus = 0
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# SRD "Stealth" - Breaking Stealth: "Your Stealth immediately ends
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# after you make an attack roll, whether or not the attack is
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# successful" (KB rules/ultimate-intrigue/perception-and-stealth.md
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# awareness states: attacking makes the observers aware of you) -
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# the roll above already benefited from the unseen-attacker treatment
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# and the target's failed check, so the hidden state is spent now.
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attacker.hidden_from.clear()
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return AttackResult(
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hit=hit, crit=crit, damage=damage, roll=roll, total=total, ac=ac,
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penalty=penalty, flank_bonus=flank, high_ground_bonus=high_ground,
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@@ -3603,7 +3650,7 @@ class CombatEngine:
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crit = confirm == _NATURAL_TWENTY or (
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confirm != _NATURAL_ONE and confirm_total >= ac
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)
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concealment = self._concealment_chance(target)
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concealment = self._concealment_chance_vs(attacker, target)
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# PF1e: a blinded character's opponents count as having total
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# concealment against it — the blinded attacker itself misses 50%.
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attacker_blinded = self._has_condition_named(attacker, "blinded")
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@@ -3819,6 +3866,28 @@ class CombatEngine:
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chances += [cond.miss_chance for cond in target.conditions]
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return max((c for c in chances if c > 0), default=0)
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def _is_hidden_from(self, subject: CombatantState, observer: CombatantState) -> bool:
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"""True when ``subject`` is hidden from ``observer`` (failed Stealth)."""
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return observer.combatant.id in subject.hidden_from
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def _concealment_chance_vs(
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self, observer: CombatantState, target: CombatantState
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) -> int:
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"""Concealment the ``target`` has against attacks from ``observer``.
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PF1e (SRD "Stealth", KB rules/ultimate-intrigue/perception-and-stealth.md
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quoting the CRB: creatures that fail the opposed Perception check "are
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not aware of the sneaking character"): a hidden creature is treated as
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if it had TOTAL concealment (50% miss chance, CRB "Concealment") -
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but only relative to the observers that failed the check, which the
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global condition machinery cannot express, hence the per-observer
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``hidden_from`` set folded in here.
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"""
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chance = self._concealment_chance(target)
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if self._is_hidden_from(target, observer):
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return max(chance, _TOTAL_CONCEALMENT_PCT)
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return chance
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def _sneak_attack_dice(
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self,
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attacker: CombatantState,
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@@ -4398,7 +4467,7 @@ class CombatEngine:
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suppressed too. Melee line: terrain cover only — creatures grant no
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melee cover.
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"""
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concealment = self._concealment_chance(target)
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concealment = self._concealment_chance_vs(attacker, target)
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if self._has_condition_named(attacker, "blinded"):
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concealment = max(concealment, _TOTAL_CONCEALMENT_PCT)
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if concealment >= _TOTAL_CONCEALMENT_PCT:
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@@ -4900,6 +4969,9 @@ class CombatEngine:
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"""
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if attacker.moved_this_turn:
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return
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# SRD "Stealth": "It's impossible to use Stealth while attacking,
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# running, or charging" - charging forfeits the hidden state outright.
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self._break_stealth(attacker, "charging")
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inner_cells, reach_cells = _melee_reach_zone_cells(attacker, weapon)
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speed_cells = _speed_ft(attacker) // _SQUARE_FT
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max_cells = self._charge_speed_mult(attacker) * speed_cells
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@@ -4985,7 +5057,7 @@ class CombatEngine:
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return self._execute_delay(state, target, action)
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if kind == "ready":
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return self._execute_ready(state, action)
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if kind in ("total_defense", "fight_defensively", "stand_up", "drop_prone"):
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if kind in ("total_defense", "fight_defensively", "stand_up", "drop_prone", "hide"):
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return self._execute_self_action(state, kind)
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if kind == "aid_another":
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return self._execute_aid_another(state, target, action)
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@@ -5090,6 +5162,8 @@ class CombatEngine:
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return self._execute_fight_defensively(state)
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if kind == "stand_up":
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return self._execute_stand_up(state)
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if kind == "hide":
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return self._execute_hide(state)
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return self._execute_drop_prone(state)
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def _execute_total_defense(self, state: CombatantState) -> ActionResult:
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@@ -5308,6 +5382,9 @@ class CombatEngine:
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``missing_target``.
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"""
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kind = "run"
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# SRD "Stealth": "It's impossible to use Stealth while attacking,
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# running, or charging" - running forfeits the hidden state outright.
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self._break_stealth(state, "running")
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if state.moved_this_turn:
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# Defense in depth, mirroring the _move/_5foot_step no-op-ok
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# convention. Unreachable through the filtered path: run is a
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@@ -5576,6 +5653,178 @@ class CombatEngine:
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f"Power Attack activated"
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)
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def _stealth_size_mod(self, state: CombatantState) -> int:
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"""The size bonus/penalty the state's Stealth checks carry.
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PF1e (SRD "Stealth" - Modifiers, d20pfsrd Stealth (CRB): "Creatures
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gain a bonus or penalty on Stealth checks based on their size: Fine
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+16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8,
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Gargantuan -12, Colossal -16"). The data model bakes size into AC and
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attack JSON values but not into skill ranks, so the table rides the
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check here.
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"""
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return _STEALTH_SIZE_MOD.get(state.combatant.size.lower(), 0)
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def _stealth_check(
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self, state: CombatantState, *, penalty: int = 0
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) -> SkillCheckResult:
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check = self.skill_check(state, "stealth")
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return SkillCheckResult(
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roll=check.roll, total=check.total + self._stealth_size_mod(state) + penalty
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)
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def _notice_check(
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self, observer: CombatantState, target: CombatantState
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) -> SkillCheckResult:
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"""One observer's Perception check to notice ``target``.
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PF1e (SRD "Perception", KB rules/pathfinder-unchained/perception-wis.md
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notice-modifier table: "Distance to the source, object, or creature:
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+1 per 10 feet" DC modifier = -1 per 10 feet on the check). The
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table's "distracted +5" modifier is NOT applied: the SRD grants it to
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a specifically distracted creature and defines no automatic
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in-combat = distracted rule, and the model has no distracted state
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(documented out of scope).
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"""
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dist_ft = self.creature_distance(observer, target) * _SQUARE_FT
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penalty = -(dist_ft // _STEALTH_DISTANCE_FT)
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mods: tuple[StatModifier, ...] = ()
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if penalty:
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mods = (StatModifier(target="perception", value=penalty),)
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return self.skill_check(observer, "perception", extra_mods=mods)
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def _directly_observed(
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self, hider: CombatantState, observer: CombatantState
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) -> bool:
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"""True when the observer directly sees the hider (Stealth impossible).
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PF1e (SRD "Stealth" - Being Observed, KB rules/ultimate-intrigue/
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perception-and-stealth.md: "characters can't use Stealth while being
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observed... finding cover or concealment allows you to use Stealth"):
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line of effect, no terrain cover, no concealment on the hider and a
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sighted observer means the hider IS observed.
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"""
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if self._has_condition_named(observer, "blinded"):
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return False
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if not has_line_of_effect_cells(
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self._grid, observer.occupied_cells(), hider.occupied_cells()
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):
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return False
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if self._concealment_chance(hider) > 0:
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return False
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return (
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cover_bonus_cells(
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self._grid,
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observer.occupied_cells(),
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hider.occupied_cells(),
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ranged=True,
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occupied=frozenset(),
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)
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== 0
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)
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def _execute_hide(self, state: CombatantState) -> ActionResult:
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"""Execute the hide action (PF1e, SRD "Stealth"): a move action.
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One Stealth check (d20 + ranks + Dex + trained class skill + armor
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check penalty + size) opposed by every enemy observer's Perception
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check (distance -1 per 10 ft). Observers that fail to BEAT the
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Stealth total cannot perceive the creature until it attacks or moves
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(SRD "Stealth": "Creatures that fail to beat your Stealth check are
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not aware of you and treat you as if you had total concealment";
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opposed-check resolution per CRB "Skill Checks"). An observer that
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directly sees the hider is never beaten - Stealth against it is
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impossible (SRD "Being Observed").
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"""
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kind = "hide"
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stealth: SkillCheckResult | None = None
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hidden: set[str] = set()
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for observer in self._states:
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if (
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observer is state
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or not observer.active
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or observer.side == state.side
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):
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continue
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if self._directly_observed(state, observer):
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"hide vs {observer.combatant.id} -> observed "
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f"(Stealth impossible)"
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)
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continue
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if stealth is None:
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stealth = self._stealth_check(state)
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perc = self._notice_check(observer, state)
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if stealth.total > perc.total:
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hidden.add(observer.combatant.id)
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verdict = "hidden"
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else:
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verdict = "noticed"
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self._log(
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f"round {self._current_round} {state.combatant.id}: "
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f"hide stealth d20={stealth.roll}+{stealth.total - stealth.roll}"
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f"={stealth.total} vs {observer.combatant.id} perception "
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f"d20={perc.roll}+{perc.total - perc.roll}={perc.total} "
|
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f"-> {verdict}"
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)
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state.hidden_from = hidden
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return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
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def _stealth_after_move(self, state: CombatantState, *, penalty: int) -> None:
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"""Re-run the opposed check when a hidden creature moves.
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|
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PF1e (SRD "Stealth" - Breaking Stealth, d20pfsrd Stealth (CRB): "you
|
||||
can leave cover or concealment and remain unobserved as long as you
|
||||
succeed at a Stealth check and end your turn in cover or
|
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concealment"; "You can move up to half your normal speed and use
|
||||
Stealth at no penalty. When moving at a speed greater than half...
|
||||
you take a -5 penalty"). Engine simplification (documented): the
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half-speed option is not separately expressible for a move action
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||||
(its budget is the full speed), so a move/withdraw re-check carries
|
||||
the -5; a 5-foot step (always within half speed) carries 0. An
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||||
observer that ends the move directly observing the creature is
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||||
aware of it with no roll.
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||||
"""
|
||||
if not state.hidden_from:
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return
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||||
stealth: SkillCheckResult | None = None
|
||||
for observer_id in sorted(state.hidden_from):
|
||||
observer = next(
|
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s for s in self._states if s.combatant.id == observer_id
|
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)
|
||||
if not observer.active:
|
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continue
|
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if self._directly_observed(state, observer):
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state.hidden_from.discard(observer_id)
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self._log(
|
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f"round {self._current_round} {state.combatant.id}: "
|
||||
f"no longer hidden from {observer_id} (observed)"
|
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)
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continue
|
||||
if stealth is None:
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stealth = self._stealth_check(state, penalty=penalty)
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||||
perc = self._notice_check(observer, state)
|
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self._log(
|
||||
f"round {self._current_round} {state.combatant.id}: "
|
||||
f"hide stealth d20={stealth.roll}+{stealth.total - stealth.roll}"
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||||
f"={stealth.total} vs {observer_id} perception "
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||||
f"d20={perc.roll}+{perc.total - perc.roll}={perc.total} "
|
||||
f"-> {'hidden' if stealth.total > perc.total else 'noticed'}"
|
||||
)
|
||||
if perc.total >= stealth.total:
|
||||
state.hidden_from.discard(observer_id)
|
||||
|
||||
def _break_stealth(self, state: CombatantState, reason: str) -> None:
|
||||
"""End a hidden state explicitly (SRD "Stealth": impossible while
|
||||
running or charging - the action itself forfeits the check)."""
|
||||
if state.hidden_from:
|
||||
state.hidden_from.clear()
|
||||
self._log(
|
||||
f"round {self._current_round} {state.combatant.id}: "
|
||||
f"stealth broken ({reason})"
|
||||
)
|
||||
|
||||
def _check_reactions(self, event: ReactionEvent) -> None:
|
||||
"""Fire readied actions first, then offer the event to the reaction policy.
|
||||
|
||||
@@ -7521,6 +7770,7 @@ class CombatEngine:
|
||||
self.has_condition_flag(target, "denies_dex_to_ac")
|
||||
or self._running_denies_dex(target)
|
||||
or self._has_condition_named(caster, "invisible")
|
||||
or self._is_hidden_from(caster, target)
|
||||
)
|
||||
if denies_dex:
|
||||
ac = target.combatant.ac.touch - max(0, target.combatant.abilities.dex_mod)
|
||||
@@ -7563,6 +7813,7 @@ class CombatEngine:
|
||||
self.has_condition_flag(target, "denies_dex_to_ac")
|
||||
or self._running_denies_dex(target)
|
||||
or self._has_condition_named(caster, "invisible")
|
||||
or self._is_hidden_from(caster, target)
|
||||
)
|
||||
if denies_dex:
|
||||
ac = target.combatant.ac.touch - max(0, target.combatant.abilities.dex_mod)
|
||||
@@ -7588,7 +7839,11 @@ class CombatEngine:
|
||||
"""Finish a touch-attack roll: hit check, crit threat/confirm (only
|
||||
when the spell deals damage, CRB "Cast a Spell — Touch Attacks"), then
|
||||
the concealment miss chance (a blinded caster faces total concealment,
|
||||
same max(target, 50) convention as _resolve_hit_damage)."""
|
||||
same max(target, 50) convention as _resolve_hit_damage). A hidden
|
||||
caster delivers the touch as an unseen attacker (Dex denial in the
|
||||
caller) and this attack roll ends its Stealth (SRD "Breaking
|
||||
Stealth")."""
|
||||
caster.hidden_from.clear()
|
||||
hit = roll == _NATURAL_TWENTY or (roll != _NATURAL_ONE and roll + bonus >= ac)
|
||||
self._log(
|
||||
f"round {self._current_round} {caster.combatant.id}: {label} vs "
|
||||
@@ -7608,7 +7863,7 @@ class CombatEngine:
|
||||
f"crit confirm d20={confirm}+{bonus}={confirm + bonus} AC {ac} "
|
||||
f"-> {'CRIT' if crit else 'no crit'}"
|
||||
)
|
||||
concealment = self._concealment_chance(target)
|
||||
concealment = self._concealment_chance_vs(caster, target)
|
||||
blinded = self._has_condition_named(caster, "blinded")
|
||||
miss_chance = max(concealment, _TOTAL_CONCEALMENT_PCT) if blinded else concealment
|
||||
if miss_chance > 0:
|
||||
@@ -9108,6 +9363,8 @@ class CombatEngine:
|
||||
f"round {self._current_round} {state.combatant.id}: "
|
||||
f"5ft step ({start[0]},{start[1]})->({path[0][0]},{path[0][1]})"
|
||||
)
|
||||
# A 5-foot step is always within half speed: Stealth re-check at 0.
|
||||
self._stealth_after_move(state, penalty=0)
|
||||
|
||||
def _step5_to(self, state: CombatantState, destination: Pos) -> ActionResult:
|
||||
"""5-foot step to an explicit adjacent cell — never provokes (U5c)."""
|
||||
@@ -9145,6 +9402,8 @@ class CombatEngine:
|
||||
f"round {self._current_round} {state.combatant.id}: "
|
||||
f"5ft step ({start[0]},{start[1]})->({destination[0]},{destination[1]})"
|
||||
)
|
||||
# A 5-foot step is always within half speed: Stealth re-check at 0.
|
||||
self._stealth_after_move(state, penalty=0)
|
||||
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
|
||||
|
||||
def _move(
|
||||
@@ -9166,6 +9425,7 @@ class CombatEngine:
|
||||
state.moved_this_turn = True
|
||||
coords = "->".join(f"({p[0]},{p[1]})" for p in (start, *actual_path))
|
||||
self._log(f"round {self._current_round} {state.combatant.id}: move {coords}")
|
||||
self._stealth_after_move(state, penalty=_STEALTH_MOVE_PENALTY)
|
||||
|
||||
def _move_to(
|
||||
self, state: CombatantState, destination: Pos, *, tumble: bool = False
|
||||
@@ -9204,6 +9464,7 @@ class CombatEngine:
|
||||
f"round {self._current_round} {state.combatant.id}: "
|
||||
f"move -> ({destination[0]},{destination[1]})"
|
||||
)
|
||||
self._stealth_after_move(state, penalty=_STEALTH_MOVE_PENALTY)
|
||||
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
|
||||
|
||||
def _destination_reachable(
|
||||
@@ -9658,6 +9919,8 @@ class CombatEngine:
|
||||
self._log(
|
||||
f"round {self._current_round} {state.combatant.id}: withdraw {coords}"
|
||||
)
|
||||
# Withdraw moves at double speed: the Stealth re-check carries -5.
|
||||
self._stealth_after_move(state, penalty=_STEALTH_MOVE_PENALTY)
|
||||
|
||||
def _log(self, line: str) -> None:
|
||||
self._transcript.append(line)
|
||||
@@ -10094,7 +10357,7 @@ _ACTION_ECONOMY_STANDARD_KINDS: frozenset[str] = frozenset({
|
||||
"delay", "ready", "total_defense", "aid_another",
|
||||
})
|
||||
_ACTION_ECONOMY_MOVE_KINDS: frozenset[str] = frozenset({
|
||||
"move", "stand_up", "retrieve_weapon", "repair_weapon",
|
||||
"move", "stand_up", "retrieve_weapon", "repair_weapon", "hide",
|
||||
})
|
||||
_ACTION_ECONOMY_SWIFT_KINDS: frozenset[str] = frozenset(
|
||||
{"swift", "deed", "inspire_courage"}
|
||||
|
||||
Reference in New Issue
Block a user