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:
@@ -862,6 +862,22 @@ class CombatantState:
|
||||
def dead(self) -> bool:
|
||||
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
|
||||
def death_threshold(self) -> int:
|
||||
"""PF1e (CRB): death when negative hp reaches the CON score (no -10 rule).
|
||||
@@ -1679,7 +1695,7 @@ class CombatEngine:
|
||||
others = frozenset(
|
||||
cell
|
||||
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()
|
||||
)
|
||||
cover_bonus = cover_bonus_cells(
|
||||
@@ -3092,11 +3108,16 @@ class CombatEngine:
|
||||
self, attacker: CombatantState, target: CombatantState, *, ranged: bool
|
||||
) -> int:
|
||||
"""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(
|
||||
cell
|
||||
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()
|
||||
)
|
||||
return cover_bonus_cells(
|
||||
@@ -7160,7 +7181,10 @@ class CombatEngine:
|
||||
effect from its origin"). Cone/line: the template originates at the
|
||||
caster's anchor cell and opens toward ``aim`` (PF1e CRB "Aiming a
|
||||
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):
|
||||
"allies" keeps only creatures on the caster's side (the caster
|
||||
@@ -7171,7 +7195,9 @@ class CombatEngine:
|
||||
if effect.shape == "burst":
|
||||
affected = [
|
||||
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(
|
||||
self._grid, frozenset({aim}), state.occupied_cells()
|
||||
)
|
||||
@@ -7185,7 +7211,7 @@ class CombatEngine:
|
||||
affected = [
|
||||
state
|
||||
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":
|
||||
return [s for s in affected if s.side == caster.side]
|
||||
@@ -7194,12 +7220,23 @@ class CombatEngine:
|
||||
return affected
|
||||
|
||||
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]:
|
||||
"""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] = []
|
||||
for state in self._states:
|
||||
if not state.active:
|
||||
if not (state.active if active_only else state.occupies_space):
|
||||
continue
|
||||
dist = min(
|
||||
self._grid.distance(center, cell) for cell in state.occupied_cells()
|
||||
|
||||
@@ -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
|
||||
Reference in New Issue
Block a user