fix(rules): dying-but-alive creatures still occupy their squares (SRD cover.md: soft cover from 'a square occupied by a creature'; SRD aiming-a-spell.md: a burst 'affects whatever it catches in its area, including creatures that you can't see') - soft-cover interposer sets and area templates filtered on active, so a dying creature's square was ignored; new CombatantState.occupies_space (not dead) gates both; corpses stay excluded (documented); channel energy keeps its active-only filter (pinned)

This commit is contained in:
2026-09-19 16:19:23 +02:00
parent aa424fa385
commit 792cec140b
2 changed files with 194 additions and 9 deletions
+46 -9
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@@ -862,6 +862,22 @@ class CombatantState:
def dead(self) -> bool: def dead(self) -> bool:
return self.hp <= self.death_threshold return self.hp <= self.death_threshold
@property
def occupies_space(self) -> bool:
"""True while the creature's squares count as creature-occupied.
A dying/unconscious (inactive but not dead) creature still occupies
its squares: its square grants soft cover on a ranged line (SRD
cover.md: cover exists when a line passes "through a square
occupied by a creature"), and an area effect catches it ("A burst
spell affects whatever it catches in its area, including creatures
that you can't see", SRD aiming-a-spell.md). Fully dead creatures —
corpses — are EXCLUDED (documented choice): the SRD occupancy rule
speaks of creatures; a corpse is an object, and the engine models
no corpse obstacles.
"""
return not self.dead
@property @property
def death_threshold(self) -> int: def death_threshold(self) -> int:
"""PF1e (CRB): death when negative hp reaches the CON score (no -10 rule). """PF1e (CRB): death when negative hp reaches the CON score (no -10 rule).
@@ -1679,7 +1695,7 @@ class CombatEngine:
others = frozenset( others = frozenset(
cell cell
for s in self._states for s in self._states
if s.active and s is not state and s is not target if s.occupies_space and s is not state and s is not target
for cell in s.occupied_cells() for cell in s.occupied_cells()
) )
cover_bonus = cover_bonus_cells( cover_bonus = cover_bonus_cells(
@@ -3092,11 +3108,16 @@ class CombatEngine:
self, attacker: CombatantState, target: CombatantState, *, ranged: bool self, attacker: CombatantState, target: CombatantState, *, ranged: bool
) -> int: ) -> int:
"""Cover the target has against one attack from ``attacker`` (terrain + """Cover the target has against one attack from ``attacker`` (terrain +
soft cover from interposed creatures on ranged lines only).""" soft cover from interposed creatures on ranged lines only).
A dying/unconscious creature still grants soft cover (SRD cover.md
counts "a square occupied by a creature", not an active one — see
``CombatantState.occupies_space``); a corpse does not.
"""
occupied = frozenset( occupied = frozenset(
cell cell
for s in self._states for s in self._states
if s.active and s is not attacker and s is not target if s.occupies_space and s is not attacker and s is not target
for cell in s.occupied_cells() for cell in s.occupied_cells()
) )
return cover_bonus_cells( return cover_bonus_cells(
@@ -7160,7 +7181,10 @@ class CombatEngine:
effect from its origin"). Cone/line: the template originates at the effect from its origin"). Cone/line: the template originates at the
caster's anchor cell and opens toward ``aim`` (PF1e CRB "Aiming a caster's anchor cell and opens toward ``aim`` (PF1e CRB "Aiming a
Spell" — see ``areas.py``); a creature is affected when ANY of its Spell" — see ``areas.py``); a creature is affected when ANY of its
occupied cells lies inside the template. occupied cells lies inside the template. Dying/unconscious (inactive
but alive) creatures are caught like any other (SRD aiming-a-spell:
an area affects "whatever it catches in its area, including creatures
that you can't see"); corpses are not (``occupies_space``).
``effect.targets`` restricts the selection (SRD bless/bane bursts): ``effect.targets`` restricts the selection (SRD bless/bane bursts):
"allies" keeps only creatures on the caster's side (the caster "allies" keeps only creatures on the caster's side (the caster
@@ -7171,7 +7195,9 @@ class CombatEngine:
if effect.shape == "burst": if effect.shape == "burst":
affected = [ affected = [
state state
for state in self._creatures_in_range(aim, span_cells) for state in self._creatures_in_range(
aim, span_cells, active_only=False
)
if has_line_of_effect_cells( if has_line_of_effect_cells(
self._grid, frozenset({aim}), state.occupied_cells() self._grid, frozenset({aim}), state.occupied_cells()
) )
@@ -7185,7 +7211,7 @@ class CombatEngine:
affected = [ affected = [
state state
for state in self._states for state in self._states
if state.active and state.occupied_cells() & cells if state.occupies_space and state.occupied_cells() & cells
] ]
if effect.targets == "allies": if effect.targets == "allies":
return [s for s in affected if s.side == caster.side] return [s for s in affected if s.side == caster.side]
@@ -7194,12 +7220,23 @@ class CombatEngine:
return affected return affected
def _creatures_in_range( def _creatures_in_range(
self, center: tuple[int, int], radius_cells: int self,
center: tuple[int, int],
radius_cells: int,
*,
active_only: bool = True,
) -> list[CombatantState]: ) -> list[CombatantState]:
"""Return active creatures within radius_cells of center.""" """Return creatures within radius_cells of center.
``active_only`` (default) keeps only acting creatures; an area spell
passes False so its burst also catches dying/unconscious creatures
(SRD aiming-a-spell.md: a burst "affects whatever it catches in its
area, including creatures that you can't see"). Corpses stay excluded
either way (see ``CombatantState.occupies_space``).
"""
affected: list[CombatantState] = [] affected: list[CombatantState] = []
for state in self._states: for state in self._states:
if not state.active: if not (state.active if active_only else state.occupies_space):
continue continue
dist = min( dist = min(
self._grid.distance(center, cell) for cell in state.occupied_cells() self._grid.distance(center, cell) for cell in state.occupied_cells()
+148
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@@ -0,0 +1,148 @@
"""Dying/unconscious creatures still occupy their squares (conformance).
PF1e SRD "Cover" (cover.md): a ranged target has cover when a line from the
attacker's corner to a target corner passes "through a square occupied by a
creature" -- the rule counts the creature, not its consciousness. SRD
"Aiming a Spell" (aiming-a-spell.md): "A burst spell affects whatever it
catches in its area, including creatures that you can't see." A dying
(hp < 0, not yet dead) or unconscious creature therefore still grants soft
cover (+4, ranged only) and is still caught by area templates.
Documented choice: fully dead creatures (corpses) are EXCLUDED from both --
the SRD occupancy rule speaks of creatures; the engine models a corpse as
inert scenery, not an occupying creature.
"""
from __future__ import annotations
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.rng import ScriptedRng
from pf1e_simulator.spells import AreaEffect
from tests.test_combat import make_combatant, make_state
_FLOOR = TerrainType(type="floor", move_cost=1)
def _open_grid(size: int = 8) -> Grid:
spec = MapSpec(
name="dying-occupancy",
terrain=tuple(["." * size] * size),
legend={".": _FLOOR},
)
return Grid.from_spec(spec)
def _engine(states: list[CombatantState]) -> CombatEngine:
return CombatEngine(ScriptedRng([]), _open_grid(), states)
# con 12 -> death threshold -12: hp -5 is dying (inactive, alive),
# hp -12 is dead (a corpse).
_DYING_HP = -5
_DEAD_HP = -12
def _trio(
interposer_hp: int,
) -> tuple[CombatEngine, CombatantState, CombatantState, CombatantState]:
archer = make_combatant("archer", kind="ranged", range_increment_ft=60)
interposer = make_combatant("interposer")
target = make_combatant("target", ac=13)
a = make_state(archer, "players", (1, 0))
i = make_state(interposer, "monsters", (1, 2))
i.hp = interposer_hp
t = make_state(target, "monsters", (1, 4))
return _engine([a, i, t]), a, i, t
# ---------------------------------------------------------------------------
# (a) soft cover on ranged lines
# ---------------------------------------------------------------------------
def test_dying_creature_grants_soft_cover_on_ranged_line() -> None:
engine, a, i, t = _trio(_DYING_HP)
assert not i.active # sanity: the interposer is inactive
assert engine._attack_cover_bonus(a, t, ranged=True) == 4
def test_corpse_grants_no_soft_cover() -> None:
engine, a, i, t = _trio(_DEAD_HP)
assert i.dead # sanity: the interposer is a corpse
assert engine._attack_cover_bonus(a, t, ranged=True) == 0
def test_active_interposer_still_grants_soft_cover() -> None:
engine, a, _, t = _trio(6)
assert engine._attack_cover_bonus(a, t, ranged=True) == 4
def test_dying_creature_grants_no_cover_in_melee() -> None:
# Melee attacks ignore creature squares entirely (SRD cover.md only
# grants creature cover against ranged attacks) -- unchanged behavior.
engine, a, _, t = _trio(_DYING_HP)
assert engine._attack_cover_bonus(a, t, ranged=False) == 0
def test_pair_snapshot_cover_bonus_includes_dying_interposer() -> None:
engine, a, _, t = _trio(_DYING_HP)
obs: dict = engine._build_observation(a).to_dict()
pairs = obs["pairs"]
pair = next(
p for p in pairs if p["target_index"] == engine._states.index(t)
)
assert pair["cover_bonus"] == 4
# ---------------------------------------------------------------------------
# (b) area templates catch dying creatures, not corpses
# ---------------------------------------------------------------------------
def _area_states(creature_hp: int) -> tuple[CombatEngine, CombatantState, CombatantState]:
caster = make_combatant("caster")
victim = make_combatant("victim")
c = make_state(caster, "players", (1, 0))
v = make_state(victim, "monsters", (1, 3))
v.hp = creature_hp
return _engine([c, v]), c, v
def test_burst_catches_dying_creature() -> None:
engine, c, v = _area_states(_DYING_HP)
effect = AreaEffect(shape="burst", radius_ft=20)
affected = engine._area_creatures(effect, c, (1, 3))
assert v in affected
def test_burst_skips_corpse() -> None:
engine, c, v = _area_states(_DEAD_HP)
effect = AreaEffect(shape="burst", radius_ft=20)
affected = engine._area_creatures(effect, c, (1, 3))
assert v not in affected
def test_cone_catches_dying_creature() -> None:
engine, c, v = _area_states(_DYING_HP)
effect = AreaEffect(shape="cone", radius_ft=30)
affected = engine._area_creatures(effect, c, (1, 4))
assert v in affected
def test_line_catches_dying_creature() -> None:
engine, c, v = _area_states(_DYING_HP)
effect = AreaEffect(shape="line", radius_ft=30)
affected = engine._area_creatures(effect, c, (1, 4))
assert v in affected
def test_channel_energy_still_skips_dying_creatures() -> None:
# Deliberate scope choice: channel energy is a class ability, not a
# spell area template; its active-only filter is pinned here so the
# occupancy fix above is not silently propagated to it.
engine, c, v = _area_states(_DYING_HP)
affected = engine._creatures_in_range((1, 3), 4)
assert v not in affected
assert c in affected