fix(rules): knock prone only on a 5-point overrun margin
PF1e CRB 'Overrun': 'If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, ... the target is knocked prone.' The engine knocked the target prone on ANY success. A plain success (margin 0-4) now only moves the attacker through; prone requires total - CMD >= 5 (_OVERRUN_PRONE_MARGIN). Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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@@ -955,8 +955,12 @@ Règles modélisées :
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sans boucle multi-tour. Un sunder endommage l'**arme**, pas les PV : `str_mod + 2`
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de dégâts à l'arme, qui se brise à 10 d'usure cumulée (`_WEAPON_DURABILITY`) →
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`disarmed` ; une arme brisée est exclue de `usable_attacks()` et réparable via
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`Action(kind="repair_weapon")`. overrun →
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`prone` 1 round + passage au travers si la case au-delà est libre ; dirty trick →
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`Action(kind="repair_weapon")`. overrun →
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passage au travers si la case au-delà est libre, et `prone` 1 round
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**seulement si le jet dépasse le CMD de 5 ou plus** (conformance R3 — CRB
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« Overrun » : « If your attack exceeds your opponent's CMD by 5 or more,
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you move through the target's space and the target is knocked prone ») ;
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un succès par 0–4 points ne fait que traverser, sans renverser ; dirty trick →
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condition choisie par `Action.trick_condition` (défaut `dazzled` 1 round ;
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`blinded`/`deafened`/`entangled`/`nauseated` possibles) ; steal → l'arme de
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mêlée de la cible est volée (exclue de `usable_attacks()`, récupérable via
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@@ -246,6 +246,7 @@ _PRECISION_IMMUNE_TYPES: frozenset[str] = frozenset({"undead", "construct"})
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_AID_ANOTHER_DC = 10 # PF1e: aid another is an attack roll against AC 10
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_AID_ANOTHER_BONUS = 2 # PF1e: a successful aid grants +2 (next attack or AC)
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_RUN_SPEED_FACTOR = 4 # PF1e: running is a full-round action at 4x speed
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_OVERRUN_PRONE_MARGIN = 5 # PF1e: overrun knocks prone only on a 5+ CMB margin
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_SAVE_DESCRIPTOR_CONDITIONS = frozenset({
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"fear", "cold", "electricity", "fey", "divination", "poison", "disease",
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"mind_affecting",
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@@ -4077,19 +4078,28 @@ class CombatEngine:
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if not m.success:
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self._maneuver_fail(state, target, "overrun", m)
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return
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target.active_conditions.append(
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ActiveCondition(
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condition=CONDITIONS_BY_NAME["prone"],
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rounds_left=1,
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source="maneuver: overrun",
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# PF1e (CRB "Overrun"): a successful maneuver moves you through the
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# target's square; the target is knocked prone only if the attack
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# exceeds its CMD by 5 or more.
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knocked_prone = m.total - m.target_cmd >= _OVERRUN_PRONE_MARGIN
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if knocked_prone:
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target.active_conditions.append(
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ActiveCondition(
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condition=CONDITIONS_BY_NAME["prone"],
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rounds_left=1,
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source="maneuver: overrun",
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)
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)
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)
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beyond = self._beyond_cell(state.pos, target.pos)
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if self._cells_free(self._footprint_at(beyond, state), state):
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moved_through = self._cells_free(self._footprint_at(beyond, state), state)
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if moved_through:
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state.pos = beyond
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outcome = "SUCCESS (prone, moved through)"
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else:
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outcome = "SUCCESS (prone)"
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achieved = ", ".join(
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label
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for label, flag in (("prone", knocked_prone), ("moved through", moved_through))
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if flag
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)
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outcome = f"SUCCESS ({achieved})" if achieved else "SUCCESS"
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self._log(
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f"round {self._current_round} {state.combatant.id}: overrun vs "
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f"{target.combatant.id} d20={m.roll}+{m.attacker_cmb}={m.total} "
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+21
-2
@@ -123,11 +123,13 @@ def test_escape_from_grapple_consumes_single_d20() -> None:
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def test_overrun_knocks_prone_and_moves_through() -> None:
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# d20=15+2=17 vs CMD 12: margin 5 -> prone AND moved through (CRB
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# "Overrun": prone only when the attack exceeds CMD by 5 or more).
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1, 12], [a, b])
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engine = make_engine([1, 15], [a, b])
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engine._execute_maneuver(a, b, "overrun")
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prone = next(c for c in b.active_conditions if c.condition.name == "prone")
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assert prone.rounds_left == 1
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@@ -135,14 +137,31 @@ def test_overrun_knocks_prone_and_moves_through() -> None:
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assert a.pos == (1, 3)
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def test_overrun_small_margin_moves_through_without_prone() -> None:
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# d20=14+2=16 vs CMD 12: margin 4 -> plain success: moved through,
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# NOT prone (CRB "Overrun").
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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engine = make_engine([1, 14], [a, b])
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engine._execute_maneuver(a, b, "overrun")
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assert not any(c.condition.name == "prone" for c in b.active_conditions)
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assert a.pos == (1, 3)
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assert "SUCCESS (moved through)" in engine._transcript[-1]
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assert "prone" not in engine._transcript[-1]
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def test_overrun_prone_but_no_space() -> None:
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# d20=15+2=17 vs CMD 12: margin 5 -> prone; the beyond cell is occupied,
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# so no move-through.
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a_spec = make_combatant("a", attack_bonus=2)
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b_spec = make_combatant("b")
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c_spec = make_combatant("c")
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a = make_state(a_spec, "players", (1, 1))
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b = make_state(b_spec, "monsters", (1, 2))
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c = make_state(c_spec, "monsters", (1, 3))
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engine = make_engine([1, 12], [a, b, c])
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engine = make_engine([1, 15], [a, b, c])
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engine._execute_maneuver(a, b, "overrun")
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assert any(cond.condition.name == "prone" for cond in b.active_conditions)
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assert a.pos == (1, 1)
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