feat(rules): support multi-projectile spells

SRD Magic Missile fires one missile +1 per two caster levels beyond 1st (max 5, 1d4+1 force, auto-hit); Scorching Ray fires one ray +1 per four levels beyond 3rd (max 3, 4d6 fire, ranged touch each). DamageEffect gains a ProjectileScaling spec (JSON 'projectiles'); _apply_damage_effect loops count_for(caster_level) projectiles, each rolling its own damage and (for a declared-projectile ray) its own ranged touch attack, with the target-drops-mid-sequence convention losing the rest. Updated magic_missile.json/scorching_ray.json, the golden lich transcript (CL 11 now fires 5 missiles, Tammara dies round 1: 43 damage), the scripted MM queues in test_spells/test_conformance_spellflow, added tests/test_multi_projectile.py, and the README.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-13 12:05:56 +02:00
parent 642f449b9e
commit 88ef9f39be
9 changed files with 482 additions and 74 deletions
+99 -29
View File
@@ -425,6 +425,21 @@ def _spell_half_on_save(spell: SpellSpec) -> bool:
return False
def _spell_declares_projectiles(spell: SpellSpec) -> bool:
"""True when a top-level damage effect carries a projectile-scaling spec.
Such spells (Magic Missile, Scorching Ray) resolve EVERY projectile's
attack roll inside ``_apply_damage_effect`` — even a single-ray Scorching
Ray — so the one-shot delivery-gate ranged touch attack is skipped for
them. Rays without a projectile spec (Acid Arrow, Ray of Frost) keep the
single delivery attack unchanged.
"""
return any(
isinstance(e, DamageEffect) and e.projectiles is not None
for e in spell.effects
)
def _spell_area_dict(spell: SpellSpec) -> dict[str, object] | None:
"""Structured area template of a spell, or None if it has no top-level AreaEffect.
@@ -5322,6 +5337,7 @@ class CombatEngine:
self._apply_and_log_cast(
caster, target, spell, spell_name, center_pos,
metamagic=applied, slot_level=used_level, spell_crit=delivery_crit,
attack_penalty=attack_penalty,
)
return None
@@ -5369,6 +5385,10 @@ class CombatEngine:
(the spell's damage dice are then doubled)."""
crit = False
deals_damage = any(isinstance(e, DamageEffect) for e in spell.effects)
# PF1e multi-projectile rays (Scorching Ray): each projectile rolls its
# own ranged touch attack, resolved per-projectile in
# _apply_damage_effect, so the single delivery attack is skipped here.
per_projectile_attack = _spell_declares_projectiles(spell)
if (
target is not None
and spell.range == "touch"
@@ -5384,6 +5404,7 @@ class CombatEngine:
target is not None
and spell.requires_ranged_touch
and not has_area
and not per_projectile_attack
and target.side != caster.side
):
hit, ranged_crit = self._spell_ranged_touch_attack_hits(
@@ -5609,6 +5630,7 @@ class CombatEngine:
metamagic: tuple[str, ...] = (),
slot_level: int | None = None,
spell_crit: bool = False,
attack_penalty: int = 0,
) -> None:
"""Resolve save, apply effects and log a spell cast (post-gates).
@@ -5618,6 +5640,8 @@ class CombatEngine:
uses the DC of the higher slot level). ``spell_crit`` is a confirmed
touch-delivery critical: the spell's damage dice are doubled (CRB
"Range — Touch": "deals double damage on a successful critical hit").
``attack_penalty`` (Spell Combat) folds into each projectile's ranged
touch attack for multi-projectile ray spells.
"""
dc = self._spell_dc(caster, spell, slot_level=slot_level)
save_result = (
@@ -5633,6 +5657,15 @@ class CombatEngine:
)
# Apply only the metamagic feats chosen for this cast (B7)
metamagic_effects = self._apply_metamagic(spell, metamagic)
# PF1e multi-projectile rays (Scorching Ray): the delivery gate skipped
# its single ranged touch attack, so each projectile rolls its own here
# — only against a hostile target (a friendly ray needs no attack).
per_projectile_attack = (
spell.requires_ranged_touch
and _spell_declares_projectiles(spell)
and target is not None
and target.side != caster.side
)
hp_before = target.hp if target is not None else caster.hp
parts = self._apply_spell_effects_from_list(
metamagic_effects, target, save_result, caster_live, target_live,
@@ -5640,7 +5673,8 @@ class CombatEngine:
empower="Empower Spell" in metamagic,
maximize="Maximize Spell" in metamagic,
dc=dc, center_pos=center_pos, save_type=spell.save,
crit=spell_crit,
crit=spell_crit, ranged_touch=per_projectile_attack,
attack_penalty=attack_penalty,
)
save_str = _save_label(save_result)
if target is None and center_pos is not None:
@@ -5697,6 +5731,8 @@ class CombatEngine:
center_pos: tuple[int, int] | None = None,
save_type: SaveType = "none",
crit: bool = False,
ranged_touch: bool = False,
attack_penalty: int = 0,
) -> list[str]:
saved = save_result is not None and save_result.success
return [
@@ -5705,7 +5741,7 @@ class CombatEngine:
caster=caster, spell_name=spell_name,
empower=empower, maximize=maximize, saved=saved,
dc=dc, center_pos=center_pos, save_type=save_type,
crit=crit,
crit=crit, ranged_touch=ranged_touch, attack_penalty=attack_penalty,
)
for effect in effects
]
@@ -5726,6 +5762,8 @@ class CombatEngine:
center_pos: tuple[int, int] | None = None,
save_type: SaveType = "none",
crit: bool = False,
ranged_touch: bool = False,
attack_penalty: int = 0,
) -> str:
if isinstance(effect, AreaEffect):
return self._apply_area_effect(
@@ -5741,7 +5779,8 @@ class CombatEngine:
return self._apply_targeted_spell_effect(
effect, target, caster_live, target_live,
caster=caster, saved=saved, empower=empower, maximize=maximize,
spell_name=spell_name, crit=crit,
spell_name=spell_name, crit=crit, ranged_touch=ranged_touch,
attack_penalty=attack_penalty,
)
def _apply_targeted_spell_effect(
@@ -5757,12 +5796,14 @@ class CombatEngine:
maximize: bool,
spell_name: str,
crit: bool = False,
ranged_touch: bool = False,
attack_penalty: int = 0,
) -> str:
if isinstance(effect, DamageEffect):
return self._apply_damage_effect(
effect, target, caster_live, target_live,
saved=saved, empower=empower, maximize=maximize, caster=caster,
crit=crit,
crit=crit, ranged_touch=ranged_touch, attack_penalty=attack_penalty,
)
if isinstance(effect, ConditionEffect):
return self._apply_condition_effect(effect, target, saved=saved, spell_name=spell_name)
@@ -5782,37 +5823,66 @@ class CombatEngine:
maximize: bool,
caster: CombatantState,
crit: bool = False,
ranged_touch: bool = False,
attack_penalty: int = 0,
) -> str:
# PF1e (CRB, Magic — Caster Level): per-level spell damage is resolved
# against the caster's level at cast time; the scaled formula then
# flows through crits, energy resistance and metamagic unchanged.
formula = effect.effective_formula(caster.combatant.level)
raw = formula.roll(self._rng)
if maximize:
raw = formula.max_value()
if crit:
# PF1e (CRB "Range — Touch"): a touch/ranged-touch spell that
# deals damage threatens on a natural 20 and deals double damage
# on a successful critical hit.
raw *= 2
if saved and effect.half_on_save:
dmg = max(0, raw // 2)
elif saved and effect.save_negates:
dmg = 0
else:
dmg = raw
if empower:
dmg = int(dmg * 1.5)
dmg = self._apply_energy_resistance(dmg, frozenset(effect.types), target)
target.hp -= dmg
caster_live.damage_dealt += dmg
target_live.damage_taken += dmg
self._check_reactions(
ReactionEvent(
kind="damage_taken", actor=caster, target=target, damage=dmg
)
# PF1e multi-projectile spells (SRD Magic Missile: "one missile, plus
# one additional missile per two caster levels beyond 1st [...]
# maximum of five"; Scorching Ray: "one ray, plus one additional ray
# for every four levels beyond 3rd [...] maximum of three"): each
# projectile rolls its own damage and, for a ray, its own attack.
count = (
effect.projectiles.count_for(caster.combatant.level)
if effect.projectiles is not None
else 1
)
return f"{dmg} damage"
total = 0
for _ in range(count):
proj_crit = crit
if ranged_touch:
# Each ray rolls its own ranged touch attack (cover,
# concealment and critical threat included).
hit, proj_crit = self._spell_ranged_touch_attack_hits(
caster, target,
attack_penalty=attack_penalty, deals_damage=True,
)
if not hit:
continue
raw = formula.roll(self._rng)
if maximize:
raw = formula.max_value()
if proj_crit:
# PF1e (CRB "Range — Touch"): a touch/ranged-touch spell that
# deals damage threatens on a natural 20 and deals double
# damage on a successful critical hit.
raw *= 2
if saved and effect.half_on_save:
dmg = max(0, raw // 2)
elif saved and effect.save_negates:
dmg = 0
else:
dmg = raw
if empower:
dmg = int(dmg * 1.5)
dmg = self._apply_energy_resistance(dmg, frozenset(effect.types), target)
target.hp -= dmg
caster_live.damage_dealt += dmg
target_live.damage_taken += dmg
self._check_reactions(
ReactionEvent(
kind="damage_taken", actor=caster, target=target, damage=dmg
)
)
total += dmg
# PF1e: if the target drops mid-sequence the remaining projectiles
# are lost (the engine's existing multi-attack convention).
if not target.active:
break
return f"{total} damage"
def _apply_condition_effect(
self,
+63
View File
@@ -63,6 +63,36 @@ class DamageFlatScaling:
max_amount: int
@dataclass(frozen=True)
class ProjectileScaling:
"""Multi-projectile count scaling with caster level.
PF1e (SRD spells/magic-missile.md): "one missile, plus one additional
missile per two caster levels beyond 1st [...] maximum of five missiles";
(SRD spells/scorching-ray.md): "one ray, plus one additional ray for every
four levels beyond 3rd (to a maximum of three rays at 11th level)".
- base: projectiles at the reference level (usually 1)
- at_level: caster level from which extra projectiles begin counting
- per_levels: caster levels required per additional projectile
- max_projectiles: cap (JSON key "max")
"""
base: int
at_level: int
per_levels: int
max_projectiles: int
def count_for(self, caster_level: int) -> int:
"""Projectiles fired by a caster of ``caster_level``.
``base + (caster_level - at_level) // per_levels``, the level delta
floored at 0 (a caster below the reference level still fires the base
projectiles), capped at ``max_projectiles``.
"""
extra = max(0, caster_level - self.at_level) // self.per_levels
return min(self.max_projectiles, self.base + extra)
@dataclass(frozen=True)
class DamageEffect:
formula: DiceExpr
@@ -79,6 +109,10 @@ class DamageEffect:
# level-independent damage, the pre-S1b behaviour.
scaling: DamageDieScaling | None = None
scaling_flat: DamageFlatScaling | None = None
# PF1e multi-projectile spells (Magic Missile, Scorching Ray): the effect
# fires `count_for(caster_level)` projectiles, each rolling its own damage
# and (for a ray) its own attack. Absent = a single projectile.
projectiles: ProjectileScaling | None = None
def effective_formula(self, caster_level: int) -> DiceExpr:
"""The damage formula resolved for a caster of ``caster_level``.
@@ -357,6 +391,32 @@ def _parse_flat_scaling(value: Json) -> DamageFlatScaling:
)
def _parse_projectiles(value: Json) -> ProjectileScaling:
data = _as_dict(value)
base = _as_int(data.get("base", 1))
at_level = _as_int(data.get("at_level", 1))
per_levels = _as_int(data["per_levels"])
if base < 1:
msg = f"projectiles base must be >= 1, got {base}"
raise ValueError(msg)
if per_levels < 1:
msg = f"projectiles per_levels must be >= 1, got {per_levels}"
raise ValueError(msg)
if at_level < 1:
msg = f"projectiles at_level must be >= 1, got {at_level}"
raise ValueError(msg)
max_projectiles = _as_int(data["max"])
if max_projectiles < base:
msg = f"projectiles max must be >= base, got {max_projectiles} < {base}"
raise ValueError(msg)
return ProjectileScaling(
base=base,
at_level=at_level,
per_levels=per_levels,
max_projectiles=max_projectiles,
)
def _parse_effect(data: Json) -> SpellEffect:
effect = _as_dict(data)
effect_type = _as_str(effect["type"])
@@ -376,6 +436,8 @@ def _parse_effect(data: Json) -> SpellEffect:
raise ValueError(msg)
flat_raw = effect.get("scaling_flat")
scaling_flat = None if flat_raw is None else _parse_flat_scaling(flat_raw)
proj_raw = effect.get("projectiles")
projectiles = None if proj_raw is None else _parse_projectiles(proj_raw)
return DamageEffect(
formula=formula,
types=tuple(_as_str(t) for t in _as_list(effect["types"])),
@@ -383,6 +445,7 @@ def _parse_effect(data: Json) -> SpellEffect:
save_negates=bool(effect.get("save_negates", True)),
scaling=scaling,
scaling_flat=scaling_flat,
projectiles=projectiles,
)
if effect_type == "condition":
return ConditionEffect(