fix(rules): cover grants a Reflex-save bonus against area effects (SRD cover.md 'Cover and Reflex Saves': +2 vs standard cover - half the AC value, so +1 partial/+2 standard/+4 improved; soft cover grants none) - _area_save adds terrain cover//2 from the effect's point of origin (burst center, caster square for cone/line) to Reflex rolls; resolve_save gains an explicit flat_bonus

This commit is contained in:
2026-09-19 14:16:26 +02:00
parent 948edc1815
commit 8774e51a12
2 changed files with 148 additions and 6 deletions
+94 -1
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@@ -91,10 +91,31 @@ _BURST_SPARKS = SpellSpec(
),
)
_BURST_GUST = SpellSpec(
name="Burst Gust",
level=3,
school="evocation",
range="long",
save="ref",
base_dc=10,
effects=(
AreaEffect(
radius_ft=20,
effects=(
DamageEffect(
formula=parse_dice("1d6"), types=("fire",), half_on_save=True
),
),
save_for_half=True,
),
),
)
_REGISTRY = {
"Cone Sparks": _CONE_SPARKS,
"Line Sparks": _LINE_SPARKS,
"Burst Sparks": _BURST_SPARKS,
"Burst Gust": _BURST_GUST,
}
@@ -129,7 +150,7 @@ def _caster(hp: int = 100) -> CombatantState:
make_combatant(
"caster",
hp=hp,
spells=["Cone Sparks", "Line Sparks", "Burst Sparks"],
spells=["Cone Sparks", "Line Sparks", "Burst Sparks", "Burst Gust"],
spell_slots={1: 9, 2: 9, 3: 9},
),
"players",
@@ -137,6 +158,24 @@ def _caster(hp: int = 100) -> CombatantState:
)
def _cover_grid(cover_cells: dict[Pos, int], side: int = 12) -> Grid:
"""Open floor with terrain-only cover cells; the char encodes the bonus."""
legend = {".": TerrainType(type="floor", move_cost=1)}
for bonus in cover_cells.values():
legend[str(bonus)] = TerrainType(
type=f"cover_{bonus}", move_cost=1, cover_bonus=bonus
)
rows = tuple(
"".join(
str(cover_cells[(r, c)]) if (r, c) in cover_cells else "."
for c in range(side)
)
for r in range(side)
)
spec = MapSpec(name="cover", terrain=rows, legend=legend)
return Grid.from_spec(spec)
# ---------------------------------------------------------------------------
# cone: 15 ft in front of the caster, ±45° wide, origin cell excluded
# ---------------------------------------------------------------------------
@@ -393,6 +432,60 @@ def test_burst_still_centers_on_the_target_and_ignores_the_caster_side() -> None
assert foe_out.hp == 100
# ---------------------------------------------------------------------------
# cover and Reflex saves (CRB "Cover and Reflex Saves")
# ---------------------------------------------------------------------------
def test_improved_cover_grants_reflex_bonus_against_a_burst() -> None:
"""Given: a Reflex-for-half burst point-cast at (6,6); an improved-cover
cell (+8, cover_bonus 8, no LoS block) at (6,7) between the center and
foe_cover (6,8); foe_open (4,6) inside the radius with no cover; both
roll d20=10 with a +0 Reflex bonus against DC 13
When: the burst resolves
Then: foe_cover's Reflex total is 10+4=14 (the +8 cover grants +2 on
Reflex, half the AC bonus) -> saves -> half of 4 = 2 damage; foe_open
totals 10 -> fails -> full 4 damage."""
caster = _caster()
caster.pos = (6, 0)
foe_cover = make_state(make_combatant("foe_cover", hp=100), "monsters", (6, 8))
foe_open = make_state(make_combatant("foe_open", hp=100), "monsters", (4, 6))
grid = _cover_grid({(6, 7): 8})
eng = CombatEngine(
ScriptedRng([10, 4, 10, 4]), grid, [caster, foe_cover, foe_open],
spell_registry=_REGISTRY,
)
result = eng._execute(
caster, Action(kind="cast_spell", spell_name="Burst Gust", target_pos=(6, 6))
)
assert result.ok
assert foe_cover.hp == 100 - 2
assert foe_open.hp == 100 - 4
assert caster.hp == 100 # distance 6 > 20 ft: outside the burst
def test_partial_cover_grants_plus_one_reflex_against_a_burst() -> None:
"""Given: the same Reflex-for-half burst, but the sheltering cell grants
partial cover (+2 AC) and foe_partial rolls d20=12 against DC 13 with a
+0 Reflex bonus
When: the burst resolves
Then: 12 + 1 (half of the +2 partial cover) = 13 meets the DC -> saves
-> half damage; the +2 Reflex a full-value bonus would grant is NOT
applied (CRB: partial cover is +2 AC / +1 Reflex)."""
caster = _caster()
caster.pos = (6, 0)
foe_partial = make_state(make_combatant("foe_partial", hp=100), "monsters", (6, 8))
grid = _cover_grid({(6, 7): 2})
eng = CombatEngine(
ScriptedRng([12, 4]), grid, [caster, foe_partial], spell_registry=_REGISTRY
)
result = eng._execute(
caster, Action(kind="cast_spell", spell_name="Burst Gust", target_pos=(6, 6))
)
assert result.ok
assert foe_partial.hp == 100 - 2
# ---------------------------------------------------------------------------
# loader: shape parsing
# ---------------------------------------------------------------------------