feat(rules): sunder deals real weapon damage vs object hardness/hp; broken weapons usable at -2 with restricted crits

SRD Sunder + CRB 'Smashing an Object' / 'Conditions - Broken': weapons
carry Table 7-12 object stats (AttackSpec.hardness/hit_points/enhancement,
defaults by weapon class); a successful sunder deals the attacker's actual
physical weapon damage minus the target weapon's hardness, subtracted from
its hp. At <= half hp the weapon gains the broken condition - still usable
at -2 attack/damage, crits only on a natural 20 at x2. At <= 0 it is
destroyed (weapon_destroyed, unusable). The old flat str_mod+2 / durability
10 / synthetic 'disarmed' condition is gone. Firearm misfire carve-out kept
(broken firearms stay unusable until Quick Clear - misfire escalation not
modeled, documented).
This commit is contained in:
2026-09-20 15:43:45 +02:00
parent 544d870688
commit 74f5d64c43
6 changed files with 482 additions and 159 deletions
+159 -18
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@@ -1,8 +1,11 @@
"""Tests for combat maneuvers, focused on the sunder result.
A successful sunder damages the defender's WEAPON, never its HP. Repeated
sunders can destroy the weapon, after which the defender can no longer use
it (effectively disarmed). See the plan task-12.
A successful sunder damages the defender's WEAPON as an OBJECT (SRD Sunder /
CRB "Smashing an Object"): the attacker's weapon damage, less the object's
Hardness, is subtracted from its hit points. At half hp or less the weapon
gains the broken condition (still usable at -2 attack/damage, crits only on
a natural 20 at x2 - CRB "Broken"); at 0 hp or less it is destroyed and
unusable.
"""
from __future__ import annotations
@@ -53,6 +56,24 @@ def make_combatant(
)
def make_object_combatant(
cid: str, *, hardness: int, hit_points: int, attack_bonus: int = 2
) -> Combatant:
"""Combatant whose sword carries authored object stats (Table 7-12
overrides) so sunder outcomes are scripted exactly."""
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
hardness=hardness,
hit_points=hit_points,
)
base = make_combatant(cid, attack_bonus=attack_bonus)
return base.model_copy(update={"attacks": [attack]})
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
@@ -72,32 +93,152 @@ def make_engine(
return CombatEngine(ScriptedRng(queue), make_grid(), states)
def test_object_stats_default_from_table_7_12() -> None:
# CRB Table 7-12 defaults by weapon class (Medium, unenhanced): steel
# blade 10/5 (one-handed) and 10/10 (two-handed); wooden hafted 5/5 and
# 5/10; projectile weapon 5/5. Enhancement: +2 hardness and +10 hp per
# +1 (footnotes 1 and 3).
def _spec(**kw: object) -> AttackSpec:
base: dict[str, object] = {
"id": "w", "name": "sword", "kind": "melee", "attack_bonus": 0,
"damage": [DamageComponent(formula="1d8", types=["slashing"])],
}
base.update(kw)
return AttackSpec(**base)
assert _spec().object_stats() == (10, 5)
assert _spec(two_handed=True).object_stats() == (10, 10)
assert _spec(name="waraxe").object_stats() == (5, 5)
assert _spec(name="waraxe", two_handed=True).object_stats() == (5, 10)
assert _spec(name="short bow", kind="ranged").object_stats() == (5, 5)
assert _spec(enhancement=2).object_stats() == (14, 25)
# Authored overrides replace the class default.
assert _spec(hardness=0, hit_points=4).object_stats() == (0, 4)
def test_sunder_damages_weapon_not_hp() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
# SRD Sunder / CRB "Smashing an Object": the sunder deals the attacker's
# weapon damage (1d4 scripted to 4), reduced by the object's Hardness
# (authored 2) -> 2 damage to the weapon's hit points, never to the
# defender's HP.
a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
b = make_state(
make_object_combatant("b", hardness=2, hit_points=10), "monsters", (1, 2)
)
hp_before = b.hp
engine = make_engine([1, 12], [a, b])
engine = make_engine([1, 12, 4], [a, b]) # AoO miss, CMB 12, 1d4 -> 4
engine._execute_maneuver(a, b, "sunder")
assert b.hp == hp_before
assert b.weapon_damage["b-w"] == 2
assert "b-w" not in b.weapon_broken
assert "b-w" not in b.weapon_destroyed
def test_sunder_destroys_weapon_and_disarms() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
def test_sunder_hardness_absorbs_small_damage() -> None:
# A plain steel blade is hardness 10 (Table 7-12): a 1d4 (max 4) sunder
# cannot scratch it — 0 damage past hardness.
a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
b = make_state(make_combatant("b"), "monsters", (1, 2))
engine = make_engine([1, 12, 4], [a, b])
engine._execute_maneuver(a, b, "sunder")
assert b.weapon_damage["b-w"] == 0
assert "b-w" not in b.weapon_broken
def test_sunder_breaks_weapon_at_half_hit_points() -> None:
# SRD Sunder: "If an object has equal to or less than half its total hit
# points remaining, it gains the broken condition." hardness 0, 10 hp;
# 1d4+3 scripted to 4+3=7 -> 3 hp left <= 5 -> broken. The broken weapon
# STAYS usable (CRB "Broken").
a_spec = make_combatant("a", attack_bonus=2).model_copy(
update={"attacks": [
AttackSpec(
id="a-w", name="sword", kind="melee", attack_bonus=2,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
damage_bonus=3,
)
]}
)
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
# Only the first sunder provokes: b's per-round AoO allowance is spent.
engine = make_engine([1, 12, 12, 12, 12, 12], [a, b])
for _ in range(5):
engine._execute_maneuver(a, b, "sunder")
assert b.hp == 6
b = make_state(
make_object_combatant("b", hardness=0, hit_points=10), "monsters", (1, 2)
)
engine = make_engine([1, 12, 4], [a, b])
engine._execute_maneuver(a, b, "sunder")
assert "b-w" in b.weapon_broken
assert "b-w" not in b.weapon_destroyed
assert [w.id for w in b.usable_attacks()] == ["b-w"]
assert engine.weapon_for(b, a) is not None
assert "broken" in engine._transcript[-1]
def test_sunder_destroys_weapon_at_zero_hit_points() -> None:
# CRB "Smashing an Object": "When an object's hit points reach 0, it's
# ruined." Two sunders of 7 (hardness 0, 10 hp): broken after the first,
# destroyed after the second — then unusable.
a_spec = make_combatant("a", attack_bonus=2).model_copy(
update={"attacks": [
AttackSpec(
id="a-w", name="sword", kind="melee", attack_bonus=2,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
damage_bonus=3,
)
]}
)
a = make_state(a_spec, "players", (1, 1))
b = make_state(
make_object_combatant("b", hardness=0, hit_points=10), "monsters", (1, 2)
)
engine = make_engine([1, 12, 4, 12, 4], [a, b])
engine._execute_maneuver(a, b, "sunder") # first: AoO provokes (nat 1)
assert "b-w" in b.weapon_broken
engine._execute_maneuver(a, b, "sunder") # b's AoO allowance is spent
assert "b-w" in b.weapon_destroyed
assert "b-w" not in b.weapon_broken
assert [w.id for w in b.usable_attacks()] == []
assert engine.weapon_for(b, a) is None
assert any(c.condition.name == "disarmed" for c in b.active_conditions)
assert "weapon destroyed" in engine._transcript[-1]
def test_broken_weapon_still_attacks_at_minus_two() -> None:
# CRB "Broken": "any attacks made with the item suffer a -2 penalty on
# attack and damage rolls."
b = make_state(make_combatant("b"), "monsters", (1, 2))
a = make_state(make_combatant("a", attack_bonus=2), "players", (1, 1))
engine = make_engine([10], [a, b])
result = engine.resolve_attack(a, b, a.combatant.attacks[0])
assert result.total == 10 + 2 # intact baseline
b.weapon_broken.add("b-w")
engine2 = make_engine([10], [a, b])
result2 = engine2.resolve_attack(b, a, b.combatant.attacks[0])
assert result2.total == 10 + 2 - 2
assert result2.hit is False # 10 vs AC 13: the -2 turns the hit into a miss
def test_broken_weapon_crits_only_on_natural_twenty_at_x2() -> None:
# CRB "Broken": "Such weapons only score a critical hit on a natural 20
# and only deal x2 damage on a confirmed critical hit." The sword
# threatens 19-20 at x3 when intact.
sharp = AttackSpec(
id="c-w", name="sword", kind="melee", attack_bonus=2,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
crit_range=19, crit_mult=3,
)
c = make_state(
make_combatant("c").model_copy(update={"attacks": [sharp]}), "players", (1, 1)
)
d = make_state(make_combatant("d"), "monsters", (1, 2))
c.weapon_broken.add("c-w")
# Natural 19: no threat at all with a broken weapon (no confirm roll).
engine = make_engine([19, 4], [c, d])
result = engine.resolve_attack(c, d, sharp)
assert result.crit is False
# Natural 20: threatens, auto-confirms (natural 20), x2 (not x3):
# (1d4=4 - 2 broken) * 2 = 4.
engine = make_engine([20, 20, 4], [c, d])
result = engine.resolve_attack(c, d, sharp)
assert result.crit is True
assert result.damage == 4
def test_escape_from_grapple_consumes_single_d20() -> None:
+60 -37
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@@ -3,9 +3,9 @@
L8 of the ``llm-policy-contract`` plan: ``Action`` gains a ``repair_weapon``
kind (reusing the existing ``weapon_id`` field) so a policy can restore a
weapon that a sunder maneuver broke. The weapon is removed from
``state.weapon_broken``, its accumulated damage is reset, and the transient
``disarmed`` condition originating from the sunder is removed so the repaired
weapon is fully usable again via ``usable_attacks()``.
``state.weapon_broken``, its accumulated damage is reset, and the weapon is
fully usable again via ``usable_attacks()``. A weapon DESTROYED by a sunder
(hp <= 0) cannot be repaired.
No default policy emits ``repair_weapon``; it is only accepted by ``_execute``
(usage via custom policy / LLM).
@@ -14,8 +14,6 @@ No default policy emits ``repair_weapon``; it is only accepted by ``_execute``
from __future__ import annotations
from pf1e_simulator.combat import Action, CombatantState, CombatEngine
from pf1e_simulator.conditions import Condition
from pf1e_simulator.effects import ActiveCondition, StatModifier
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
@@ -56,6 +54,37 @@ def make_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
)
def _soft_sword_combatant(cid: str, *, attack_bonus: int = 2) -> Combatant:
"""Combatant with a authored soft sword (hardness 0, 10 hp) so one
scripted 1d4+3 sunder breaks it."""
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
hardness=0,
hit_points=10,
)
return make_combatant(cid, attack_bonus=attack_bonus).model_copy(
update={"attacks": [attack]}
)
def _heavy_striker(cid: str) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="sword",
kind="melee",
attack_bonus=2,
damage=[DamageComponent(formula="1d4", types=["slashing"])],
damage_bonus=3,
)
return make_combatant(cid, attack_bonus=2).model_copy(
update={"attacks": [attack]}
)
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
@@ -74,17 +103,6 @@ def _weapon_ids(state: CombatantState) -> list[str]:
return [w.id for w in state.usable_attacks()]
def _sunder_disarmed_condition() -> ActiveCondition:
return ActiveCondition(
condition=Condition(
name="disarmed",
modifiers=(StatModifier(target="attack", value=-4),),
),
rounds_left=1,
source="maneuver: sunder",
)
# --- Test 1: repair restores a broken weapon ---------------------------------
def test_repair_restores_broken_weapon() -> None:
@@ -94,16 +112,11 @@ def test_repair_restores_broken_weapon() -> None:
b = make_state(b_spec, "monsters", (1, 2))
b.weapon_damage = {"b-w": 10}
b.weapon_broken = {"b-w"}
b.active_conditions.append(_sunder_disarmed_condition())
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert not b.weapon_broken
assert not b.weapon_damage
assert "b-w" in _weapon_ids(b)
assert not any(
c.condition.name == "disarmed" and c.source == "maneuver: sunder"
for c in b.active_conditions
)
assert "repair b-w (restored)" in engine._transcript[-1]
@@ -140,30 +153,40 @@ def test_repair_unknown_id_logs_nothing_to_repair() -> None:
# --- Test 4: real sunder then repair restores the weapon ---------------------
def test_sunder_then_repair_restores_weapon() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
engine = make_engine([1] + [12] * 5, [a, b])
for _ in range(5):
engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="sunder"))
# a's 1d4+3 (scripted 4+3=7) vs b's soft sword (hardness 0, 10 hp):
# 3 hp left <= half -> broken (still usable at -2, CRB "Broken"); the
# repair action resets the damage and clears the condition.
a = make_state(_heavy_striker("a"), "players", (1, 1))
b = make_state(_soft_sword_combatant("b"), "monsters", (1, 2))
engine = make_engine([1, 12, 4], [a, b])
engine._execute(a, Action(kind="maneuver", target_id="b", maneuver="sunder"))
assert "b-w" in b.weapon_broken
assert "b-w" not in _weapon_ids(b)
assert any(
c.condition.name == "disarmed" and c.source == "maneuver: sunder"
for c in b.active_conditions
)
assert "b-w" in _weapon_ids(b)
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert not b.weapon_broken
assert not b.weapon_damage
assert "b-w" in _weapon_ids(b)
assert not any(
c.condition.name == "disarmed" and c.source == "maneuver: sunder"
for c in b.active_conditions
)
assert "repair b-w (restored)" in engine._transcript[-1]
# --- Test 4b: a destroyed weapon cannot be repaired --------------------------
def test_repair_destroyed_weapon_is_refused() -> None:
# CRB "Smashing an Object": hp <= 0 is "ruined" — repair_weapon is a
# no-op on destroyed weapons.
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b")
a = make_state(a_spec, "players", (1, 1))
b = make_state(b_spec, "monsters", (1, 2))
b.weapon_damage = {"b-w": 10}
b.weapon_destroyed.add("b-w")
engine = make_engine([], [a, b])
engine._execute(b, Action(kind="repair_weapon", weapon_id="b-w"))
assert "b-w" in b.weapon_destroyed
assert b.weapon_damage == {"b-w": 10}
assert "weapon destroyed" in engine._transcript[-1]
# --- Test 5: determinism -----------------------------------------------------
def _run_with_repair() -> tuple[str, ...]:
+27 -9
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@@ -2,10 +2,12 @@
``attack`` and ``full_attack`` accept ``Action.weapon_id`` — the id of one of
the attacker's weapons. With it the engine strikes with THAT weapon instead of
the ``weapon_for`` auto-selection; a choice that is unknown, broken, stolen,
or unable to strike the target (out of reach / no line of effect) is rejected
with ``weapon_unavailable`` and no attack is made. Without it, the
auto-selection and the full-attack mechanics are byte-identical to before.
the ``weapon_for`` auto-selection; a choice that is unknown, destroyed,
stolen, dropped, or unable to strike the target (out of reach / no line of
effect) is rejected with ``weapon_unavailable`` and no attack is made (a
BROKEN melee weapon stays selectable — CRB "Broken" makes it usable at -2).
Without it, the auto-selection and the full-attack mechanics are
byte-identical to before.
"""
from __future__ import annotations
@@ -133,15 +135,31 @@ def test_full_attack_without_choice_still_swings_all_melee_weapons() -> None:
assert "shortsword vs foe d20=10+2=12" in joined
# ── (b) broken weapon → weapon_unavailable ───────────────────────────────────
# ── (b) broken / destroyed weapon selection ──────────────────────────────────
def test_attack_with_broken_weapon_is_rejected() -> None:
eng, hero, foe = _duel([]) # empty script: any roll would raise
def test_attack_with_broken_weapon_is_usable() -> None:
# CRB "Broken": a broken weapon is still usable — at -2 on attack and
# damage. The explicit choice is accepted: d20 10 + 2 - 2 = 10 vs AC 10
# -> HIT for 3 - 2 = 1 damage.
eng, hero, foe = _duel([10, 3])
hero.weapon_broken.add("hero-short")
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-short")
)
assert result == ActionResult(kind="attack", ok=True, reason="ok")
assert "shortsword vs foe d20=10+2=10 AC 10 -> HIT 1 damage" in eng._transcript[-1]
assert foe.hp == 99
def test_attack_with_destroyed_weapon_is_rejected() -> None:
# A destroyed weapon (hp <= 0, CRB "Smashing an Object": "ruined") is
# unusable: the explicit choice is rejected, no roll consumed.
eng, hero, foe = _duel([]) # empty script: any roll would raise
hero.weapon_destroyed.add("hero-short")
result = eng._execute(
hero, Action(kind="attack", target_id="foe", weapon_id="hero-short")
)
assert result == ActionResult(
kind="attack", ok=False, reason="weapon_unavailable"
)
@@ -149,9 +167,9 @@ def test_attack_with_broken_weapon_is_rejected() -> None:
assert foe.hp == 100
def test_full_attack_with_broken_weapon_is_rejected() -> None:
def test_full_attack_with_destroyed_weapon_is_rejected() -> None:
eng, hero, foe = _duel([])
hero.weapon_broken.add("hero-short")
hero.weapon_destroyed.add("hero-short")
result = eng._execute(
hero, Action(kind="full_attack", target_id="foe", weapon_id="hero-short")
)