fix(rules): pick the best target square for melee cover

PF1e (CRB Cover, Big Creatures and Cover): when making a melee attack
against a multi-square creature you can pick any of the squares it
occupies to determine cover. has_cover_cells/cover_bonus_cells now
aggregate the target side by the MINIMUM over target cells for melee and
keep the maximum (any line to any corner) for ranged; the attacker-side
minimum is unchanged. 1x1 geometry is bit-identical; no data case changes
today, locked by a unit test (Large target: melee 0, ranged +4).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-11 23:29:59 +02:00
parent 843cbf881c
commit 8a8b813889
3 changed files with 70 additions and 14 deletions
+38 -11
View File
@@ -202,9 +202,13 @@ def has_cover_cells(
) -> bool:
"""Cover iff every attacker corner has at least one blocked target corner.
The attacker picks their single best cell (and best corner within it);
the target's corners are the union over all its cells. For 1x1 creatures
this is exactly the single-cell corner rule.
The attacker picks their single best cell (and best corner within it).
Target side: ranged attacks check ANY line to ANY corner of ANY target
cell (union over the target's cells); melee attacks may pick any single
square of a multi-square target (CRB "Big Creatures and Cover"), so
cover exists only when no attacker corner sees every corner of SOME
target cell unblocked. For 1x1 creatures both sides are the single-cell
corner rule.
"""
if attacker_cells & target_cells:
return False
@@ -214,14 +218,24 @@ def has_cover_cells(
_grants_cover,
occupied if ranged else frozenset(),
)
if ranged:
return not any(
all(
not lines.blocked(corner_a, corner_t)
for cell_t in target_cells
for corner_t in _corners(cell_t)
)
for cell_a in attacker_cells
for corner_a in _corners(cell_a)
)
return not any(
all(
not lines.blocked(corner_a, corner_t)
for cell_t in target_cells
for corner_t in _corners(cell_t)
)
for cell_a in attacker_cells
for corner_a in _corners(cell_a)
for cell_t in target_cells
)
@@ -255,10 +269,13 @@ def cover_bonus_cells(
0 when there is no cover (see has_cover_cells for the corner rule);
otherwise the cover level of the attacker's BEST occupied cell: each
attacker cell is scored by the per-cell corner rule against all of the
target's cells, and the attacker picks the lowest-scoring (clearest)
cell. Interposed creatures grant soft cover (+4) on ranged attacks only,
exactly as in has_cover_cells. For a 1x1 attacker this is exactly the
attacker cell is scored by the per-cell corner rule, and the attacker
picks the lowest-scoring (clearest) cell. Target side: ranged attacks are
scored by the maximum over ALL the target's cells; melee attacks may pick
any single square of the target (CRB "Big Creatures and Cover"), so each
attacker cell is scored by the MINIMUM over the target's cells. Interposed
creatures grant soft cover (+4) on ranged attacks only, exactly as in
has_cover_cells. For 1x1 attacker and target this is exactly the
single-cell value.
"""
if not attacker_cells or not target_cells:
@@ -277,10 +294,20 @@ def cover_bonus_cells(
# PF1e CRB "Cover", rule of corners: the attacker chooses the corner (and,
# for a multi-square creature, the occupied square) that gives it the best
# shot, so it suffers only the MINIMUM cover over its own cells. The
# target side is unchanged: RAW checks ANY line to ANY target corner, so
# each attacker cell is scored by the MAXIMUM over its corner lines.
# target side follows the same choice rule: RAW checks ANY line to ANY
# corner of the (chosen) square, scored by the MAXIMUM over corner lines —
# union over all target cells for ranged, best single cell for melee.
per_cell_best = (
max(
min(
max(
lines.bonus(corner_a, corner_t)
for corner_a in _corners(cell_a)
for corner_t in _corners(cell_t)
)
for cell_t in target_cells
)
if not ranged
else max(
lines.bonus(corner_a, corner_t)
for corner_a in _corners(cell_a)
for cell_t in target_cells