fix(combat): single roll to escape grapple
This commit is contained in:
@@ -703,15 +703,22 @@ class CombatEngine:
|
|||||||
def resolve_skill(
|
def resolve_skill(
|
||||||
self, state: CombatantState, skill: str, dc: int
|
self, state: CombatantState, skill: str, dc: int
|
||||||
) -> SaveResult:
|
) -> 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)
|
skill_spec = PREDEFINED_SKILLS.get(skill)
|
||||||
if skill_spec is None:
|
if skill_spec is None:
|
||||||
msg = f"Unknown skill: {skill}"
|
msg = f"Unknown skill: {skill}"
|
||||||
raise ValueError(msg)
|
raise ValueError(msg)
|
||||||
|
|
||||||
roll = self._rng.d20()
|
|
||||||
skill_rank = state.combatant.skills.get(skill, None)
|
skill_rank = state.combatant.skills.get(skill, None)
|
||||||
rank = skill_rank.rank if skill_rank else 0
|
rank = skill_rank.rank if skill_rank else 0
|
||||||
# Class skill bonus
|
# Class skill bonus
|
||||||
@@ -728,10 +735,7 @@ class CombatEngine:
|
|||||||
ability_mod = (ability_score - 10) // 2
|
ability_mod = (ability_score - 10) // 2
|
||||||
# Effect/condition modifiers
|
# Effect/condition modifiers
|
||||||
mod_bonus = resolve_modifiers(self._stat_modifiers(state, skill))
|
mod_bonus = resolve_modifiers(self._stat_modifiers(state, skill))
|
||||||
total = roll + rank + class_bonus + ability_mod + armor_penalty + mod_bonus
|
return 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)
|
|
||||||
|
|
||||||
def _roll_initiative(self) -> list[CombatantState]:
|
def _roll_initiative(self) -> list[CombatantState]:
|
||||||
rolls: dict[str, tuple[int, int]] = {}
|
rolls: dict[str, tuple[int, int]] = {}
|
||||||
@@ -1304,7 +1308,7 @@ class CombatEngine:
|
|||||||
) -> None:
|
) -> None:
|
||||||
escape_cmb = self._maneuver_cmb(state)
|
escape_cmb = self._maneuver_cmb(state)
|
||||||
escape_skill = (
|
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
|
if hasattr(state.combatant, "skills") and "escape_artist" in state.combatant.skills
|
||||||
else 0
|
else 0
|
||||||
)
|
)
|
||||||
|
|||||||
@@ -8,6 +8,8 @@ it (effectively disarmed). See the plan task-12.
|
|||||||
from __future__ import annotations
|
from __future__ import annotations
|
||||||
|
|
||||||
from pf1e_simulator.combat import CombatantState, CombatEngine
|
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.grid import Grid
|
||||||
from pf1e_simulator.map import MapSpec, TerrainType
|
from pf1e_simulator.map import MapSpec, TerrainType
|
||||||
from pf1e_simulator.models import (
|
from pf1e_simulator.models import (
|
||||||
@@ -17,6 +19,7 @@ from pf1e_simulator.models import (
|
|||||||
Combatant,
|
Combatant,
|
||||||
DamageComponent,
|
DamageComponent,
|
||||||
Saves,
|
Saves,
|
||||||
|
SkillRank,
|
||||||
)
|
)
|
||||||
from pf1e_simulator.rng import ScriptedRng
|
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 "b-w" in b.weapon_broken
|
||||||
assert engine.weapon_for(b, a) is None
|
assert engine.weapon_for(b, a) is None
|
||||||
assert any(c.condition.name == "disarmed" for c in b.active_conditions)
|
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)
|
||||||
|
|||||||
Reference in New Issue
Block a user