fix(rules): treat a blinded attacker as facing total concealment

CRB 'Conditions - Blinded': 'All opponents are considered to have total concealment (50% miss chance) against the blinded character.' The sneak-attack gate and the AoO suppression gate now apply the same max(target_concealment, 50) convention as _resolve_hit_damage: a blinded attacker cannot sneak attack and its AoOs are suppressed without spending the budget.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-12 13:26:52 +02:00
parent d152d42af9
commit 35c8d101b5
4 changed files with 100 additions and 12 deletions
+22 -7
View File
@@ -2618,12 +2618,20 @@ class CombatEngine:
30 ft); dice = (level + 1) // 2. Only TOTAL concealment (miss chance
>= 50%) denies the sneak attack; partial concealment (blurred 20%)
does not (CRB rogue "Sneak Attack": "cannot sneak attack while
striking a creature with total concealment"). PF1e (CRB): undead and
constructs are immune to precision damage — ooze/plant immunity is not
modeled (no such creature types exist in the data model).
striking a creature with total concealment"). A BLINDED attacker faces
total concealment against ALL its opponents (CRB "Conditions —
Blinded": "All opponents are considered to have total concealment
(50% miss chance) against the blinded character"), so it cannot sneak
attack either — same max(target, 50) convention as _resolve_hit_damage.
PF1e (CRB): undead and constructs are immune to precision damage —
ooze/plant immunity is not modeled (no such creature types exist in
the data model).
"""
effective_concealment = concealment
if self._has_condition_named(attacker, "blinded"):
effective_concealment = max(concealment, _TOTAL_CONCEALMENT_PCT)
if (
concealment >= _TOTAL_CONCEALMENT_PCT
effective_concealment >= _TOTAL_CONCEALMENT_PCT
or not self._has_feat(attacker, _SNEAK_ATTACK_FEATURE)
):
return 0
@@ -3082,10 +3090,17 @@ class CombatEngine:
PF1e (CRB "Cover"): "You can't execute an attack of opportunity
against an opponent with cover relative to you"; (CRB "Concealment"):
"You can't execute an attack of opportunity against an opponent with
total concealment" (miss chance >= 50%). Melee line: terrain cover
only — creatures grant no melee cover.
total concealment" (miss chance >= 50%). A BLINDED attacker considers
ALL its opponents to have total concealment (CRB "Conditions —
Blinded": "All opponents are considered to have total concealment
(50% miss chance) against the blinded character"), so its AoOs are
suppressed too. Melee line: terrain cover only — creatures grant no
melee cover.
"""
if self._concealment_chance(target) >= _TOTAL_CONCEALMENT_PCT:
concealment = self._concealment_chance(target)
if self._has_condition_named(attacker, "blinded"):
concealment = max(concealment, _TOTAL_CONCEALMENT_PCT)
if concealment >= _TOTAL_CONCEALMENT_PCT:
return "total concealment"
if cover_bonus_cells(
self._grid,