fix(combat): single roll to escape grapple

This commit is contained in:
2026-09-04 22:55:59 +02:00
parent f575c77037
commit 5353018c80
2 changed files with 37 additions and 8 deletions
+12 -8
View File
@@ -703,15 +703,22 @@ class CombatEngine:
def resolve_skill(
self, state: CombatantState, skill: str, dc: int
) -> SaveResult:
"""Roll a skill check against ``dc``.
"""Roll a skill check against ``dc``."""
"""
roll = self._rng.d20()
bonus = self._skill_static_bonus(state, skill)
total = roll + bonus
# Natural 1/20 are not auto-fail/success for skills
success = total >= dc
return SaveResult(success=success, roll=roll, total=total, dc=dc)
def _skill_static_bonus(self, state: CombatantState, skill: str) -> int:
"""Return a skill's static bonus (no d20). Shared by resolve_skill."""
skill_spec = PREDEFINED_SKILLS.get(skill)
if skill_spec is None:
msg = f"Unknown skill: {skill}"
raise ValueError(msg)
roll = self._rng.d20()
skill_rank = state.combatant.skills.get(skill, None)
rank = skill_rank.rank if skill_rank else 0
# Class skill bonus
@@ -728,10 +735,7 @@ class CombatEngine:
ability_mod = (ability_score - 10) // 2
# Effect/condition modifiers
mod_bonus = resolve_modifiers(self._stat_modifiers(state, skill))
total = roll + rank + class_bonus + ability_mod + armor_penalty + mod_bonus
# Natural 1/20 are not auto-fail/success for skills
success = total >= dc
return SaveResult(success=success, roll=roll, total=total, dc=dc)
return rank + class_bonus + ability_mod + armor_penalty + mod_bonus
def _roll_initiative(self) -> list[CombatantState]:
rolls: dict[str, tuple[int, int]] = {}
@@ -1304,7 +1308,7 @@ class CombatEngine:
) -> None:
escape_cmb = self._maneuver_cmb(state)
escape_skill = (
self.resolve_skill(state, "escape_artist", 0).total
self._skill_static_bonus(state, "escape_artist")
if hasattr(state.combatant, "skills") and "escape_artist" in state.combatant.skills
else 0
)
+25
View File
@@ -8,6 +8,8 @@ it (effectively disarmed). See the plan task-12.
from __future__ import annotations
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.conditions import CONDITIONS_BY_NAME
from pf1e_simulator.effects import ActiveCondition
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
@@ -17,6 +19,7 @@ from pf1e_simulator.models import (
Combatant,
DamageComponent,
Saves,
SkillRank,
)
from pf1e_simulator.rng import ScriptedRng
@@ -91,3 +94,25 @@ def test_sunder_destroys_weapon_and_disarms() -> None:
assert "b-w" in b.weapon_broken
assert engine.weapon_for(b, a) is None
assert any(c.condition.name == "disarmed" for c in b.active_conditions)
def test_escape_from_grapple_consumes_single_d20() -> None:
a_spec = make_combatant("a", attack_bonus=2).model_copy(
update={"skills": {"escape_artist": SkillRank(rank=10)}}
)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
a.active_conditions.append(
ActiveCondition(
condition=CONDITIONS_BY_NAME["grappled"],
rounds_left=1,
source="test",
)
)
a.grappled_with = b_spec.id
engine = make_engine([20], [a, b])
engine._maneuver_escape(a, b)
assert not engine._rng._queue
assert a.grappled_with is None
assert not any(c.condition.name == "grappled" for c in a.active_conditions)