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>
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"""Multi-projectile spells (Package S2b).
PF1e (SRD spells/magic-missile.md): Magic Missile fires "one missile, plus one
additional missile per two caster levels beyond 1st [...] maximum of five
missiles", each 1d4+1 force, auto-hit (no attack roll).
(SRD spells/scorching-ray.md): Scorching Ray fires "one ray, plus one
additional ray for every four levels beyond 3rd (to a maximum of three rays at
11th level)", each a ranged touch attack for 4d6 fire.
Each projectile rolls its own damage and (for a ray) its own attack; if the
target drops mid-sequence the remaining projectiles are lost (the engine's
existing multi-attack convention).
"""
from __future__ import annotations
from pathlib import Path
import pytest
from pf1e_simulator.combat import CombatantState, CombatEngine
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
from pf1e_simulator.spells import DamageEffect, load_spell, load_spell_registry
_SPELLS_DIR = Path(__file__).resolve().parent.parent / "data" / "spells"
def _caster(cid: str = "caster", *, level: int = 1) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="dagger",
kind="melee",
attack_bonus=2,
damage=[DamageComponent(formula=parse_dice("1d4"), types=["piercing"])],
)
return Combatant(
id=cid,
name=cid,
level=level,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=14, con_score=12,
int_score=18, wis_score=12, cha_score=10,
),
hp_max=20,
ac=ACProfile(total=12, touch=12, flat_footed=10),
bab=2,
initiative_mod=2,
speed_land_ft=30,
saves=Saves(fort=3, ref=4, will=4),
attacks=[attack],
casting_ability="int",
spell_slots={0: 99, 1: 99, 2: 99, 3: 99, 4: 99, 5: 99, 6: 99},
)
def _target(cid: str = "target", *, hp_max: int = 200, touch_ac: int = 10) -> Combatant:
attack = AttackSpec(
id=f"{cid}-w",
name="club",
kind="melee",
attack_bonus=3,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["bludgeoning"])],
)
return Combatant(
id=cid,
name=cid,
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=hp_max,
ac=ACProfile(total=touch_ac, touch=touch_ac, flat_footed=touch_ac),
bab=1,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=2, ref=2, will=2),
attacks=[attack],
)
def _engine(
caster: Combatant,
target: Combatant,
queue: list[int],
*,
caster_pos: tuple[int, int] = (0, 0),
target_pos: tuple[int, int] = (3, 0),
) -> tuple[CombatEngine, CombatantState, CombatantState]:
c = CombatantState(combatant=caster, side="players", pos=caster_pos, hp=caster.hp_max)
t = CombatantState(combatant=target, side="monsters", pos=target_pos, hp=target.hp_max)
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 12] * 12), legend=legend)
grid = Grid.from_spec(spec)
reg = load_spell_registry(_SPELLS_DIR)
engine = CombatEngine(ScriptedRng(queue), grid, [c, t], spell_registry=reg)
return engine, c, t
def _projectile_count(spell_file: str, level: int) -> int:
spell = load_spell(_SPELLS_DIR / spell_file)
effect = spell.effects[0]
assert isinstance(effect, DamageEffect)
assert effect.projectiles is not None
return effect.projectiles.count_for(level)
class TestMagicMissileProjectileCount:
"""Given: Magic Missile's projectile scaling (base 1, +1 per 2 levels
beyond 1st, max 5)
When: the count is resolved for caster levels 1 / 4 / 9 / 20
Then: it is 1 / 2 / 5 / 5 missiles (SRD spells/magic-missile.md)."""
def test_count_at_level_1(self) -> None:
assert _projectile_count("magic_missile.json", 1) == 1
def test_count_at_level_4(self) -> None:
assert _projectile_count("magic_missile.json", 4) == 2
def test_count_at_level_9(self) -> None:
assert _projectile_count("magic_missile.json", 9) == 5
def test_count_caps_at_five(self) -> None:
assert _projectile_count("magic_missile.json", 20) == 5
class TestScorchingRayProjectileCount:
"""Given: Scorching Ray's projectile scaling (base 1, +1 per 4 levels
beyond 3rd, max 3)
When: the count is resolved for caster levels 1 / 7 / 11 / 20
Then: it is 1 / 2 / 3 / 3 rays (SRD spells/scorching-ray.md)."""
def test_count_at_level_1(self) -> None:
assert _projectile_count("scorching_ray.json", 1) == 1
def test_count_at_level_7(self) -> None:
assert _projectile_count("scorching_ray.json", 7) == 2
def test_count_at_level_11(self) -> None:
assert _projectile_count("scorching_ray.json", 11) == 3
def test_count_caps_at_three(self) -> None:
assert _projectile_count("scorching_ray.json", 20) == 3
class TestMagicMissileFiresAllMissiles:
"""Given: a level-5 caster (3 missiles) and a high-hp target
When: Magic Missile is cast (auto-hit, no attack roll)
Then: all three missiles land, each rolling its own 1d4+1."""
def test_three_missiles_sum(self) -> None:
caster = _caster(level=5)
target = _target(hp_max=200)
engine, c, t = _engine(caster, target, [4, 5, 6])
hp_before = t.hp
engine._cast_spell(c, t, "Magic Missile")
# (4+1) + (5+1) + (6+1) = 18
assert t.hp == hp_before - 18
def test_no_attack_roll_consumed(self) -> None:
"""Given: auto-hit — no ranged touch attack roll is made
When: exactly three d4 rolls are scripted
Then: the cast consumes them all for damage (no touch-attack line)."""
caster = _caster(level=5)
target = _target(hp_max=200)
engine, c, t = _engine(caster, target, [3, 3, 3])
engine._cast_spell(c, t, "Magic Missile")
assert not any("touch attack" in line for line in engine._transcript)
assert t.hp == 200 - 3 * (3 + 1)
class TestScorchingRayPerProjectileAttack:
"""Given: a caster firing several rays at a target
When: Scorching Ray is cast
Then: each ray rolls its OWN ranged touch attack, and only the rays that
hit deal their 4d6."""
def test_each_ray_rolls_its_own_attack(self) -> None:
caster = _caster(level=11) # 3 rays
target = _target(hp_max=500, touch_ac=10)
# 3 rays, each: d20 attack (15 -> hits AC 10 with bab2+dex2=+4)
# then 4d6 damage (four scripted d6s of 3 each)
queue = [15, 3, 3, 3, 3, 15, 3, 3, 3, 3, 15, 3, 3, 3, 3]
engine, c, t = _engine(caster, target, queue)
hp_before = t.hp
engine._cast_spell(c, t, "Scorching Ray")
attack_lines = [ln for ln in engine._transcript if "ranged touch attack" in ln]
assert len(attack_lines) == 3
# 3 rays x 4d6 (each 3) = 3 x 12 = 36
assert t.hp == hp_before - 36
def test_missed_ray_deals_no_damage(self) -> None:
"""Given: the first ray's attack roll is a natural 1 (auto-miss)
When: the second ray hits
Then: only the hit ray deals damage."""
caster = _caster(level=7) # 2 rays
target = _target(hp_max=500, touch_ac=10)
# ray 1: d20=1 (auto miss); ray 2: d20=15 hit + 4d6 of 3
queue = [1, 15, 3, 3, 3, 3]
engine, c, t = _engine(caster, target, queue)
hp_before = t.hp
engine._cast_spell(c, t, "Scorching Ray")
# only the second ray lands: 4d6 (3+3+3+3) = 12
assert t.hp == hp_before - 12
class TestProjectilesLostWhenTargetDrops:
"""Given: a level-5 caster (3 missiles) and a target that dies on the
second missile
When: Magic Missile is cast
Then: the third missile is lost (target dropped mid-sequence)."""
def test_remaining_missiles_lost(self) -> None:
caster = _caster(level=5)
# each missile rolls 4+1 = 5; hp 6 -> 1 -> -4 after two, third lost
target = _target(hp_max=6)
engine, c, t = _engine(caster, target, [4, 4, 4])
engine._cast_spell(c, t, "Magic Missile")
assert t.hp == 6 - 10
class TestProjectileLoaderValidation:
"""Given: a projectiles spec in a spell JSON
When: parsed
Then: the scaling fields are carried; a max below base is a data error."""
def test_parses_projectile_spec(self, tmp_path: Path) -> None:
spell_file = tmp_path / "volley.json"
spell_file.write_text(
'{"name": "Volley", "level": 2, "school": "evocation",'
' "range": "close", "save": "none", "requires_ranged_touch": true,'
' "effects": [{"type": "damage", "formula": "4d6", "types": ["fire"],'
' "projectiles": {"base": 1, "per_levels": 4, "at_level": 3, "max": 3}}]}'
)
spell = load_spell(spell_file)
effect = spell.effects[0]
assert isinstance(effect, DamageEffect)
assert effect.projectiles is not None
assert effect.projectiles.count_for(11) == 3
def test_rejects_max_below_base(self, tmp_path: Path) -> None:
spell_file = tmp_path / "bad.json"
spell_file.write_text(
'{"name": "Bad", "level": 1, "school": "evocation",'
' "range": "close", "save": "none",'
' "effects": [{"type": "damage", "formula": "1d4", "types": ["force"],'
' "projectiles": {"base": 2, "per_levels": 2, "at_level": 1, "max": 1}}]}'
)
with pytest.raises(ValueError, match="projectiles max must be >= base"):
load_spell(spell_file)