feat(rules): nonlethal sources - unarmed strikes deal nonlethal by default (SRD Unarmed Attacks), Minimum Damage floor lands 1 nonlethal (CRB Damage), transcript + AttackResult expose the track

This commit is contained in:
2026-09-20 18:54:22 +02:00
parent cba7bbf3c9
commit 83c6e541ac
4 changed files with 257 additions and 38 deletions
+11 -6
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@@ -203,7 +203,8 @@ def test_dr_reduces_damage() -> None:
def test_dr_floors_hit_at_one_minimum_damage() -> None:
# PF1e (CRB "Damage" - Minimum Damage): "If penalties reduce the damage
# result to less than 1, a hit still deals 1 point of nonlethal damage"
# (no nonlethal track: floored to 1 point of normal damage).
# (nonlethal track implemented: the floor lands on the separate track,
# never on hp).
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b", dr=DamageReduction(amount=5))
a = make_state(a_spec, "players", (1, 1))
@@ -211,11 +212,13 @@ def test_dr_floors_hit_at_one_minimum_damage() -> None:
engine = make_engine([12, 3], [a, b])
result = engine.resolve_attack(a, b, a_spec.attacks[0])
assert result.hit is True
assert result.damage == 1
assert b.hp == 5
assert result.damage == 0
assert result.nonlethal == 1
assert b.hp == 6
assert b.nonlethal == 1
def test_energy_resistance_floors_hit_at_one() -> None:
def test_energy_resistance_floors_hit_at_one_nonlethal() -> None:
a_spec = make_combatant("a", attack_bonus=2)
b_spec = make_combatant("b").model_copy(update={"resistances": {"fire": 10}})
fire = AttackSpec(
@@ -230,8 +233,10 @@ def test_energy_resistance_floors_hit_at_one() -> None:
engine = make_engine([12, 5], [a, b])
result = engine.resolve_attack(a, b, fire)
assert result.hit is True
assert result.damage == 1
assert b.hp == 5
assert result.damage == 0
assert result.nonlethal == 1
assert b.hp == 6
assert b.nonlethal == 1
def test_dr_bypass_ignores_reduction() -> None:
+7 -5
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@@ -251,14 +251,16 @@ def test_dr_spares_the_energy_component_of_a_mixed_attack() -> None:
def test_physical_only_damage_vs_dr_unchanged() -> None:
"""(h) a physical-only weapon keeps the exact old DR arithmetic (regression
lock for the split): 1d8 = 3 vs DR 5 reduces below 1 — the CRB "Damage"
Minimum Damage floor then leaves a landed hit dealing 1 (nonlethal is not
modeled: 1 point of normal damage)."""
lock for the split): 1d8 = 3 vs DR 5 reduces below 1 - the CRB "Damage"
Minimum Damage floor then leaves a landed hit dealing 1 point of
NONLETHAL damage (SRD "Nonlethal Damage": the floor never touches hp)."""
weapon = _attack("warhammer", (("1d8", ("bludgeoning",)),))
hero = _combatant("hero", attacks=(weapon,))
foe = _combatant("foe").model_copy(update={"dr": DamageReduction(amount=5)})
eng = _engine([hero, foe], [(0, 0), (0, 1)], ["players", "monsters"],
[15, 3])
result = eng.resolve_attack(eng._states[0], eng._states[1], weapon)
assert result.damage == 1
assert eng._states[1].hp == 99 # the Minimum Damage floor lands 1 point
assert result.damage == 0
assert result.nonlethal == 1
assert eng._states[1].hp == 100 # the Minimum Damage floor is nonlethal
assert eng._states[1].nonlethal == 1
+136 -2
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@@ -204,10 +204,10 @@ def test_engine_apply_nonlethal_logs_thresholds_and_books_overflow() -> None:
]
)
b = engine._states[1]
assert engine._apply_nonlethal(b, 5) == 0
assert engine._apply_nonlethal(b, 5) == (0, 5)
assert "b: unconscious (nonlethal 5 > hp 4)" in engine._transcript[-1]
# b.nonlethal (5) >= hp_max (4): further nonlethal is lethal damage.
assert engine._apply_nonlethal(b, 2) == 2
assert engine._apply_nonlethal(b, 2) == (2, 0)
assert b.hp == 2
assert engine._stats["b"].damage_taken == 2 # only the lethal part is booked
@@ -303,3 +303,137 @@ def test_snapshot_exposes_nonlethal() -> None:
snapshot = engine._combatant_snapshot(b)
assert snapshot["nonlethal"] == 7
assert snapshot["hp"] == 10
# ── Sources: routing through resolve_attack ──────────────────────────────────
def _attack_pair(
rolls: list[int],
*,
weapon_name: str = "short sword",
damage: str = "1d4",
target_dr: DamageReduction | None = None,
target_hp: int = 6,
creature_type: str = "living",
) -> tuple[CombatEngine, CombatantState, CombatantState, AttackSpec]:
attacker = _combatant("a", attack_bonus=2, weapon_name=weapon_name, damage=damage)
target = _combatant("b", hp=target_hp, dr=target_dr, creature_type=creature_type)
a = _state(attacker, "players", (1, 1))
b = _state(target, "monsters", (1, 2))
engine = CombatEngine(ScriptedRng(rolls), _grid(), [a, b])
return engine, a, b, attacker.attacks[0]
def test_unarmed_strike_deals_nonlethal_by_default() -> None:
# SRD "Unarmed Attacks" (KB attack.md:23): "All damage from unarmed
# strikes is nonlethal damage."
engine, a, b, weapon = _attack_pair([12, 3], weapon_name="Unarmed Strike")
result = engine.resolve_attack(a, b, weapon)
assert result.hit is True
assert result.damage == 0
assert result.nonlethal == 3 # the 1d4 roll went to the separate track
assert b.hp == 6 # hp untouched
assert b.nonlethal == 3
def test_minimum_damage_floor_is_one_nonlethal() -> None:
# CRB "Damage - Minimum Damage": a hit reduced below 1 by DR still deals
# 1 point of NONLETHAL damage (replaces the 1-normal approximation of
# ae037c9).
engine, a, b, weapon = _attack_pair([12, 3], target_dr=DamageReduction(amount=5))
result = engine.resolve_attack(a, b, weapon)
assert result.hit is True
assert result.damage == 0
assert result.nonlethal == 1
assert b.hp == 6
assert b.nonlethal == 1
def test_lethal_damage_is_unaffected() -> None:
engine, a, b, weapon = _attack_pair([12, 3])
result = engine.resolve_attack(a, b, weapon)
assert result.damage == 3
assert result.nonlethal == 0
assert b.hp == 3
assert b.nonlethal == 0
def test_unarmed_strike_on_undead_is_ignored() -> None:
# Immunity beats the routing: the lich takes neither hp nor nonlethal.
engine, a, b, weapon = _attack_pair(
[12, 3], weapon_name="Unarmed Strike", creature_type="undead"
)
result = engine.resolve_attack(a, b, weapon)
assert result.hit is True
assert result.damage == 0
assert result.nonlethal == 0
assert b.hp == 6
assert b.nonlethal == 0
assert any("ignored (immune)" in line for line in engine._transcript)
def test_unarmed_strike_staggers_then_unconscious_via_track() -> None:
# End-to-end: repeated unarmed strikes pile up to the hp thresholds. The
# target's hp_max (30) stays above the growing total, so nothing converts
# to lethal and hp never moves.
engine, a, b, weapon = _attack_pair(
[12, 3, 12, 3, 12, 3], weapon_name="Unarmed Strike", target_hp=30
)
b.hp = 6 # wounded: the thresholds compare against CURRENT hp
engine.resolve_attack(a, b, weapon) # nl 3 < hp 6: nothing
assert b.active is True
assert not b.nonlethal_staggered
engine.resolve_attack(a, b, weapon) # nl 6 == hp 6 -> staggered
assert b.nonlethal_staggered is True
assert b.active is True
engine.resolve_attack(a, b, weapon) # nl 9 > hp 6 -> unconscious
assert b.nonlethal_unconscious is True
assert b.active is False
assert b.hp == 6 # never any hp loss
def test_heuristic_is_the_exact_name_not_a_substring() -> None:
# "Unarmed Strike of Doom" (an authored weapon) and natural weapons stay
# lethal: the marker is the exact name, case-insensitive.
engine, a, b, weapon = _attack_pair([12, 3], weapon_name="Unarmed Strike of Doom")
result = engine.resolve_attack(a, b, weapon)
assert result.damage == 3
assert result.nonlethal == 0
assert b.hp == 3
engine, a, b, weapon = _attack_pair([12, 3], weapon_name="unarmed strike")
result = engine.resolve_attack(a, b, weapon)
assert result.damage == 0 # lowercase still matches
assert result.nonlethal == 3
def test_resolve_swing_logs_nonlethal_and_stagger() -> None:
engine = _engine(
[
_state(_combatant("a", attack_bonus=2), "players", (1, 1)),
_state(_combatant("b", hp=6), "monsters", (1, 2)),
],
rolls=[12, 6],
)
a, b = engine._states
weapon = a.combatant.attacks[0].model_copy(update={"name": "Unarmed Strike"})
# d20=12 hits (12+2 >= 13); the damage roll 6 lands as nl 6 == hp 6.
dropped = engine._resolve_swing(a, b, weapon, label="Unarmed Strike")
assert dropped is False
swing = next(line for line in engine._transcript if "-> HIT" in line)
assert "6 nonlethal (6->6)" in swing
assert any("staggered (nonlethal 6 = hp 6)" in line for line in engine._transcript)
assert b.hp == 6
def test_nonlethal_overflow_via_attack_wounds_hp() -> None:
# A creature already at the max-hp nonlethal ceiling takes the next
# unarmed hit as real damage (SRD overflow rule), end to end.
engine, a, b, weapon = _attack_pair(
[12, 2, 12, 2], weapon_name="Unarmed Strike", target_hp=4
)
b.nonlethal = 4 # == hp_max: the track is at the ceiling
result = engine.resolve_attack(a, b, weapon)
assert result.damage == 2 # the whole instance converted to lethal
assert result.nonlethal == 0
assert b.hp == 2
assert b.nonlethal == 4 # the frozen track does not grow