fix(rules): use the attacker's best corner for cover bonus
SRD 'Cover': 'To determine whether your target has cover from your ranged attack, choose a corner of your square.' The ranged scorer in cover_bonus_cells took the MAX over all attacker corners (worst corner); the cover gate has_cover_cells and RAW use the attacker's best corner. Ranged cells are now scored min over attacker corners of (max over target-corner lines), then min over attacker cells - the bonus can no longer exceed what the gate admits. Melee keeps the worst-corner rule ('any line from ANY corner of your square'). Updated the two pins that locked the old worst-corner scores.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
@@ -695,7 +695,14 @@ Règles modélisées :
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l'attaquant et la cible octroie aussi +4 CA aux attaques à distance (les
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attaques de mêlée ignorent les créatures). Conformance B20 (CRB « Cover »,
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règle des coins) : c'est **l'attaquant qui choisit son meilleur coin** —
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une créature multi-cases (Large +) ne subit que le couvert de SA meilleure
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conformance L9 (`los.py`, `cover_bonus_cells`) : à distance, le score de
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chaque case attaquante est le **minimum sur ses quatre coins** de (maximum
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sur les lignes vers les coins de la cible) — « choose a corner of your
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square » — puis le minimum sur les cases de l'attaquant ; un créneau
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n'est donc jamais compté contre l'attaquant si l'un de ses coins l'évite
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(le bonus reste cohérent avec la porte `has_cover_cells`, qui teste déjà
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« tout coin de l'attaquant »). Une créature multi-cases (Large +)
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ne subit que le couvert de SA meilleure
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case occupée (minimum sur ses cases), pas le pire. Côté cible : à distance,
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toute ligne vers tout coin des cases de la cible compte (maximum sur les
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coins de la cible) ; **en mêlée**, l'attaquant peut choisir n'importe
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@@ -703,7 +710,9 @@ Règles modélisées :
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(conformance A5 — CRB « Big Creatures and Cover » : « when making a melee
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attack against such a creature, you can pick any of the squares it occupies
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to determine if it has cover against you ») — le score est donc le minimum
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sur les cases de la cible en mêlée, le maximum à distance.
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sur les cases de la cible en mêlée, le maximum à distance. En mêlée, la
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règle du pire coin attaquant est conservée (« any line from ANY corner of
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your square »).
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- Flanquement : +2 au jet d'attaque de mêlée (toucher de mêlée inclus, voir
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« Touch AC ») si un allié actif menace réellement la cible depuis la
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bordure ou le coin opposé — conformance P2 : l'allié doit **menacer** une
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@@ -293,10 +293,16 @@ def cover_bonus_cells(
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)
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# PF1e CRB "Cover", rule of corners: the attacker chooses the corner (and,
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# for a multi-square creature, the occupied square) that gives it the best
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# shot, so it suffers only the MINIMUM cover over its own cells. The
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# target side follows the same choice rule: RAW checks ANY line to ANY
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# corner of the (chosen) square, scored by the MAXIMUM over corner lines —
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# union over all target cells for ranged, best single cell for melee.
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# shot, so it suffers only the MINIMUM cover over its own cells. Ranged:
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# "choose a corner of your square. If any line from this corner to any
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# corner of the target's square passes through cover, the target has
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# cover" — each attacker corner is scored by the MAXIMUM over the target's
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# corner lines (union over all target cells), and the attacker picks its
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# BEST corner: MIN over attacker corners. Melee: the attacker may also
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# pick any single square of a multi-square target (CRB "Big Creatures and
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# Cover"), so the target side is a MIN over cells; the attacker side
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# stays the worst-corner rule ("any line from ANY corner of your
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# square").
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per_cell_best = (
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min(
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max(
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@@ -307,12 +313,14 @@ def cover_bonus_cells(
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for cell_t in target_cells
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)
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if not ranged
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else max(
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else min(
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max(
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lines.bonus(corner_a, corner_t)
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for corner_a in _corners(cell_a)
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for cell_t in target_cells
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for corner_t in _corners(cell_t)
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)
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for corner_a in _corners(cell_a)
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)
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for cell_a in attacker_cells
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)
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return min(per_cell_best)
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@@ -43,11 +43,13 @@ def test_two_cell_attacker_uses_best_cell_cover() -> None:
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top = frozenset({(0, 0)})
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bottom = frozenset({(1, 0)})
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target = frozenset({(1, 4)})
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# Per-cell scores pin the geometry: the top cell only sees +2 ruins,
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# the bottom cell's low lines also graze the +4 wall.
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# L9 rule: each cell is scored by the attacker's BEST corner (min over
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# its corners of the max over target-corner lines). The top cell only
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# sees +2 ruins; the bottom cell's LOW lines graze the +4 wall, but its
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# best (top) corner avoids it -> 2.
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assert cover_bonus_cells(grid, top, target, ranged=True) == 2
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assert cover_bonus_cells(grid, bottom, target, ranged=True) == 4
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# B20 fix: the attacker picks its best square -> min(2, 4) = 2.
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assert cover_bonus_cells(grid, bottom, target, ranged=True) == 2
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# B20 fix: the attacker picks its best square -> min(2, 2) = 2.
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assert (
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cover_bonus_cells(grid, top | bottom, target, ranged=True) == 2
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)
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@@ -56,9 +58,10 @@ def test_two_cell_attacker_uses_best_cell_cover() -> None:
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def test_two_cell_attacker_best_cell_alone_is_unchanged() -> None:
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grid = _grid(_CORNER_GRID)
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target = frozenset({(1, 4)})
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# A single-square attacker is the golden path: exactly its own score.
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# A single-square attacker is the golden path: exactly its own
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# best-corner score (L9: the +4 wall graze is avoidable from (1,0)).
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assert cover_bonus_cells(grid, frozenset({(0, 0)}), target, ranged=True) == 2
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assert cover_bonus_cells(grid, frozenset({(1, 0)}), target, ranged=True) == 4
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assert cover_bonus_cells(grid, frozenset({(1, 0)}), target, ranged=True) == 2
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# ---------------------------------------------------------------------------
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