fix(rules): a missed melee touch attack holds the charge instead of expending the spell (SRD Holding the Charge: re-attempted at the start of later turns, dissipated by casting another spell; ranged touch still expended on a miss)

This commit is contained in:
2026-09-19 11:40:02 +02:00
parent 81a09c88f0
commit 418fdc826b
3 changed files with 208 additions and 14 deletions
+15 -3
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@@ -1003,9 +1003,21 @@ Règles modélisées :
différent) exige une attaque de contact de mêlée — d20 + BAB + mod de Force
du lanceur contre la CA de contact de la cible (amputée du modificateur de
Dextérité si la cible perd son bonus de Dextérité, même chemin que
`resolve_attack`) ; en cas d'échec le sort n'a aucun effet (l'emplacement
est brûlé). Simplifications documentées : Weapon Finesse et les autres
bonus situationnels de jet de contact ne sont pas modélisés. Une cible
`resolve_attack`) ; en cas d'échec le sort **n'est pas dépensé** : le
lanceur **garde la charge** (SRD « Holding the Charge » : « If the attack
misses, you are still holding the charge [...] You can continue to make
touch attacks round after round ») — l'état `held_charge` du lanceur
(sort, cible, métamagie, niveau d'emplacement) est rejoué automatiquement
au **début de chacun de ses tours suivants** tant que la cible vit et
reste à portée de contact ; une nouvelle incantation **dissipe** la charge
(« If you cast another spell, the touch spell dissipates ») et une cible
morte la dissipe aussi (journalisé `dissipates`). L'emplacement reste
brûlé (dépensé à l'incantation). Simplifications documentées : Weapon
Finesse et les autres bonus situationnels de jet de contact ne sont pas
modélisés ; la re-tentative est pilotée par le moteur au début du tour
(coût RAW : action standard) ; la décharge sur tout contact (même
involontaire) et les attaques à l'arme tenue pendant la charge ne sont pas
modélisés ; la charge n'est pas exposée dans l'Observation. Une cible
volontaire (soi ou un allié du même camp) ne demande aucun jet. Sorts à
contact à distance (CRB « Magic — Ranged Touch Attacks ») : un sort dont le
JSON déclare `requires_ranged_touch: true` (les rayons du SRD — Ray of
+106 -4
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@@ -686,6 +686,27 @@ class PendingCast:
hp_at_cast: int
@dataclass(frozen=True)
class HeldCharge:
"""A touch spell whose melee touch attack missed - the charge is held.
PF1e (SRD "Cast a Spell - Touch Attacks", Holding the Charge): "If you
don't discharge the spell in the round when you cast the spell, you can
hold the charge indefinitely. You can continue to make touch attacks
round after round." A missed melee touch therefore does NOT expend the
spell (the slot was spent at the cast; the spell itself survives to be
re-attempted). Casting another spell dissipates it ("If you cast another
spell, the touch spell dissipates"). Ranged touch attacks are NOT held:
SRD "Ranged Touch Spells in Combat" - "ranged touch attacks cannot be
held until a later turn".
"""
spell_name: str
target_id: str
metamagic: tuple[str, ...]
slot_level: int
@dataclass
class CombatantState:
"""Mutable runtime state of one combatant on the grid."""
@@ -780,6 +801,12 @@ class CombatantState:
# model): the spell begun on this combatant's turn, resolved just before
# its NEXT turn begins; None when no casting is in progress.
pending_cast: PendingCast | None = None
# PF1e held touch charge (SRD "Cast a Spell - Touch Attacks", Holding the
# Charge, not in the frozen data model): a touch spell whose melee touch
# attack missed; re-attempted at the start of each later turn of this
# combatant while the target lives and stands in reach, dissipated when
# this combatant casts another spell. None when no charge is held.
held_charge: HeldCharge | None = None
def usable_attacks(self) -> list[AttackSpec]:
return [
@@ -1748,6 +1775,49 @@ class CombatEngine:
metamagic=pending.metamagic, slot_level=pending.slot_level,
)
def _resolve_held_charge(self, caster: CombatantState) -> None:
"""PF1e (SRD "Cast a Spell - Touch Attacks", Holding the Charge): a
missed melee touch attack leaves the charge held - "You can continue
to make touch attacks round after round." Re-attempt it at the start
of each of the caster's later turns while the held target is alive
and within the spell's touch range; a miss re-sets the charge, a hit
delivers through the normal gates, and an SR suppression consumes it
(the spell discharges into the resistance).
Documented simplifications: the re-attempt is engine-driven at turn
start instead of costing a standard action; discharge-on-any-touch
and unarmed-attack interactions while holding are not modeled; the
charge is not exposed in the Observation."""
held = caster.held_charge
if held is None:
return
spell = self._spell_registry.get(held.spell_name)
if spell is None:
caster.held_charge = None
return
target = next(
(s for s in self._states if s.combatant.id == held.target_id), None
)
if target is None or not target.active:
caster.held_charge = None
self._log(
f"round {self._current_round} {caster.combatant.id}: "
f"held charge of {held.spell_name} dissipates (target gone)"
)
return
dist_ft = self.creature_distance(caster, target) * _SQUARE_FT
if dist_ft > spell_range_ft(spell, caster.combatant.level):
return # out of reach: still holding, re-attempt a later turn
caster.held_charge = None # consumed by this attempt; a miss re-sets
self._log(
f"round {self._current_round} {caster.combatant.id}: "
f"re-attempts held charge {held.spell_name}"
)
self._deliver_cast(
caster, target, spell, held.spell_name, None,
metamagic=held.metamagic, slot_level=held.slot_level,
)
def _forfeit_pending_cast(self, caster: CombatantState) -> None:
"""PF1e (SRD "Casting Time"): "you must continue the concentration
from the current round to just before your turn in the next round
@@ -1785,6 +1855,9 @@ class CombatEngine:
# the turn; the value is the battle-over flag.
state.last_action_results = []
return gate
# SRD "Holding the Charge": a held touch spell is re-attempted at
# the start of a later turn (before the caster acts).
self._resolve_held_charge(state)
self._apply_fear_aura(state)
state.moved_this_turn = False
state.power_attack = False
@@ -5990,6 +6063,15 @@ class CombatEngine:
kind="cast_spell", ok=False, reason="no_slot",
detail=f"level {used_level}",
)
# PF1e (SRD "Holding the Charge"): "If you cast another spell, the
# touch spell dissipates."
if caster.held_charge is not None:
self._log(
f"round {self._current_round} {caster.combatant.id}: "
f"held charge of {caster.held_charge.spell_name} dissipates "
f"(casting {spell_name})"
)
caster.held_charge = None
# PF1e (CRB, Concentration, B24): grappled/defensive/threatened casts
# must clear their interruption gate before the spell is delivered.
if self._spell_cast_interrupted(
@@ -6047,7 +6129,9 @@ class CombatEngine:
"""
has_area = any(isinstance(e, AreaEffect) for e in spell.effects)
blocked, delivery_crit = self._spell_delivery_blocked(
caster, target, spell, has_area=has_area, attack_penalty=attack_penalty
caster, target, spell, spell_name, has_area=has_area,
attack_penalty=attack_penalty,
metamagic=metamagic, slot_level=slot_level,
)
if blocked:
return
@@ -6100,17 +6184,25 @@ class CombatEngine:
caster: CombatantState,
target: CombatantState | None,
spell: SpellSpec,
spell_name: str,
*,
has_area: bool,
attack_penalty: int = 0,
metamagic: tuple[str, ...] = (),
slot_level: int | None = None,
) -> tuple[bool, bool]:
"""Delivery gates: a hostile touch spell must land its melee touch
attack (B14) and a hostile ranged touch spell (ray) must land its
ranged touch attack (cover, concealment and crits included), then
spell resistance must be overcome. Returns ``(blocked, crit)``:
True blocked = no effect (the slot is already spent); ``crit`` is True
when a damage-dealing touch delivery was confirmed on a natural 20
(the spell's damage dice are then doubled)."""
True blocked = no effect; ``crit`` is True when a damage-dealing
touch delivery was confirmed on a natural 20 (the spell's damage
dice are then doubled). A MISSED melee touch does not expend the
spell - SRD "Holding the Charge": "you can hold the charge
indefinitely. You can continue to make touch attacks round after
round" - so the caster keeps a HeldCharge (the slot stays spent).
A missed ranged touch IS expended (SRD: "ranged touch attacks
cannot be held until a later turn")."""
crit = False
deals_damage = any(isinstance(e, DamageEffect) for e in spell.effects)
# PF1e multi-projectile rays (Scorching Ray): each projectile rolls its
@@ -6127,6 +6219,16 @@ class CombatEngine:
attack_penalty=attack_penalty, deals_damage=deals_damage,
)
if not hit:
caster.held_charge = HeldCharge(
spell_name=spell_name,
target_id=target.combatant.id,
metamagic=metamagic,
slot_level=spell.level if slot_level is None else slot_level,
)
self._log(
f"round {self._current_round} {caster.combatant.id}: "
f"holds the charge of {spell_name}"
)
return True, False
if (
target is not None
+87 -7
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@@ -7,12 +7,14 @@ B7 (CRB, Metamagic Feats): metamagic is chosen PER CAST, costs slot levels
and opposed rolls are not affected"); only Heighten Spell raises the DC
to the heightened level (SRD heighten-spell).
B14 (CRB, Magic, Range: Touch): delivering a touch spell to an unwilling
creature requires a melee touch attack (miss = spell wasted); a willing
target (self/ally) needs no roll.
creature requires a melee touch attack (a miss HOLDS the charge per SRD
"Holding the Charge" - the spell survives to be re-attempted; the slot
is spent at the cast); a willing target (self/ally) needs no roll.
Ranged touch (CRB, Magic, Ranged Touch Attacks): a spell with
requires_ranged_touch (a ray) must land a ranged touch attack (BAB + Dex
vs touch AC, no range increment) on a hostile target; auto-hit spells
like Magic Missile need no roll.
vs touch AC, no range increment) on a hostile target; a miss expends the
spell (SRD: "ranged touch attacks cannot be held until a later turn");
auto-hit spells like Magic Missile need no roll.
B24 (CRB, Concentration): casting defensively forgoes the AoO but requires
a DC 15 + 2 x spell level check; casting while grappled requires
DC 10 + grappler's CMB + spell level; Combat Casting's +4 applies to
@@ -318,10 +320,14 @@ class TestHostileTouchDelivery:
"""B14: a touch spell delivered to an unwilling creature requires a
melee touch attack (CRB, Magic — Range: Touch)."""
def test_missed_touch_attack_wastes_the_spell(self) -> None:
def test_missed_touch_attack_holds_the_charge(self) -> None:
# Given: an enemy with touch AC 10, caster bonus +1 (BAB 1, Str 10)
# When: Zap is cast with a touch attack roll of 5 (total 6)
# Then: the spell misses, deals no damage, and the slot is spent.
# Then: the spell misses and deals no damage; the slot stays spent
# but the SPELL survives as a held charge (SRD "Holding the
# Charge": "If the attack misses, you are still holding the
# charge" - "you can continue to make touch attacks round after
# round").
caster = _caster()
c, f = _state(caster, "players", (0, 0)), _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5]) # only the attack roll — no damage roll
@@ -329,6 +335,77 @@ class TestHostileTouchDelivery:
assert f.hp == 100
assert c.spell_slots_left[1] == 0
assert any("touch attack vs foe" in line and "MISS" in line for line in engine._transcript)
assert c.held_charge is not None
assert c.held_charge.spell_name == "Zap"
assert c.held_charge.target_id == "foe"
assert any("holds the charge of Zap" in line for line in engine._transcript)
def test_held_charge_re_attempt_hits_and_delivers(self) -> None:
# Given: a caster holding Zap on an adjacent enemy (missed first roll)
# When: the next-turn re-attempt roll 9 + 1 = 10 meets touch AC 10
# Then: the spell delivers for its 1d6 and the charge is cleared.
caster = _caster()
c, f = _state(caster, "players", (0, 0)), _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5, 9, 4]) # miss, hit, 1d6 damage
engine._cast_spell(c, f, "Zap")
assert c.held_charge is not None
engine._resolve_held_charge(c)
assert f.hp == 100 - 4
assert c.held_charge is None
assert any("re-attempts held charge Zap" in line for line in engine._transcript)
def test_held_charge_re_attempt_miss_still_holds(self) -> None:
# Given: the same held charge
# When: the re-attempt misses too (roll 2 + 1 = 3 < 10)
# Then: the charge persists for a later turn (no damage rolled).
caster = _caster()
c, f = _state(caster, "players", (0, 0)), _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5, 2])
engine._cast_spell(c, f, "Zap")
engine._resolve_held_charge(c)
assert f.hp == 100
assert c.held_charge is not None
assert c.held_charge.spell_name == "Zap"
def test_held_charge_out_of_reach_waits_without_rolling(self) -> None:
# Given: the held target has left touch range (5 ft)
# When: the re-attempt runs
# Then: no attack roll is consumed and the charge is kept.
caster = _caster()
c, f = _state(caster, "players", (0, 0)), _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5])
engine._cast_spell(c, f, "Zap")
f.pos = (5, 5)
engine._resolve_held_charge(c) # empty rng queue: would raise on a roll
assert c.held_charge is not None
def test_held_charge_dissipates_when_target_dies(self) -> None:
# Given: the held charge's target died in the meantime
# When: the re-attempt runs
# Then: the charge is gone, no roll consumed.
caster = _caster()
c, f = _state(caster, "players", (0, 0)), _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5])
engine._cast_spell(c, f, "Zap")
f.hp = -50
engine._resolve_held_charge(c)
assert c.held_charge is None
assert any("dissipates (target gone)" in line for line in engine._transcript)
def test_casting_another_spell_dissipates_the_charge(self) -> None:
# Given: a caster holding Zap
# When: the caster casts another spell (SRD: "If you cast another
# spell, the touch spell dissipates")
# Then: the charge is gone before the new cast resolves.
caster = _caster(spell_slots={1: 2})
c, f = _state(caster, "players", (0, 0)), _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5, 3, 3]) # touch miss, then Bolt 2d4
engine._cast_spell(c, f, "Zap")
assert c.held_charge is not None
engine._cast_spell(c, f, "Bolt")
assert c.held_charge is None
assert any("dissipates (casting Bolt)" in line for line in engine._transcript)
assert f.hp == 100 - 6
def test_successful_touch_attack_delivers_the_spell(self) -> None:
# Given: the same enemy
@@ -388,13 +465,16 @@ class TestRangedTouchDelivery:
def test_missed_ranged_touch_attack_wastes_the_spell(self) -> None:
# Given: an enemy with touch AC 10, caster bonus +1 (BAB 1, Dex 10)
# When: Ray is cast with an attack roll of 5 (total 6)
# Then: the spell misses, deals no damage, and the slot is spent.
# Then: the spell misses, deals no damage, and the slot is spent -
# and the spell is NOT held (SRD: "ranged touch attacks cannot be
# held until a later turn").
c = _state(_caster(), "players", (0, 0))
f = _state(_foe(melee=False), "monsters", (0, 1))
engine = _engine([c, f], [5]) # only the attack roll — no damage roll
engine._cast_spell(c, f, "Ray")
assert f.hp == 100
assert c.spell_slots_left[1] == 0
assert c.held_charge is None
assert any(
"ranged touch attack vs foe" in line and "MISS" in line
for line in engine._transcript