feat(rules): add firearm misfire and the quick clear deed

Ultimate Combat Firearm Rules: a firearm attack rolling a natural 1 gains the
broken condition (weapon_broken, logged MISFIRE). Quick Clear now actually
clears the first misfired held firearm for 1 grit (reported no-op without
grit), and occupies the standard budget slot via _effective_slot; the
swift-consumed filter is slot-based so the standard deed survives.

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 16:41:40 +02:00
parent b579cb4934
commit a2a80b8690
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"""S5a conformance: firearm misfire and the Quick Clear deed.
PF1e (Ultimate Combat, Firearm Rules — Misfires): "If the natural result of
your attack roll falls within a firearm's misfire value, that shot misses [...]
When a firearm misfires, it gains the broken condition." The model uses the
minimum misfire value: a natural 1 with a ``firearm: true`` weapon breaks it
(``weapon_broken``), until cleared.
PF1e (Ultimate Combat, Deeds — Quick Clear): "As a standard action, you can
spend 1 point from your grit pool to remove the broken condition from a single
firearm you are holding, as long as that condition was gained by a firearm
misfire."
"""
from __future__ import annotations
from typing import Literal
from pf1e_simulator.combat import (
Action,
CombatantState,
CombatEngine,
_action_economy_filter,
_effective_slot,
_without_swift_bonus,
)
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
def _attack(
cid: str, *, kind: Literal["melee", "ranged", "touch"], firearm: bool
) -> AttackSpec:
return AttackSpec(
id=f"{cid}-gun" if firearm else f"{cid}-bow",
name="pistol" if firearm else "short bow",
kind=kind,
attack_bonus=5,
damage=[DamageComponent(formula=parse_dice("1d8"), types=["piercing"])],
range_increment_ft=20 if kind != "melee" else None,
firearm=firearm,
)
def _combatant(cid: str, *, firearm: bool, grit: int = 0) -> Combatant:
return Combatant(
id=cid,
name=cid,
level=4,
size="Medium",
abilities=AbilityScores(
str_score=12, dex_score=14, con_score=12,
int_score=10, wis_score=10, cha_score=10,
),
hp_max=20,
ac=ACProfile(total=15, touch=12, flat_footed=14),
bab=4,
initiative_mod=2,
speed_land_ft=30,
saves=Saves(fort=3, ref=4, will=3),
attacks=[_attack(cid, kind="touch" if firearm else "ranged", firearm=firearm)],
resources={"grit": grit} if grit else {},
)
def _state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
state = CombatantState(
combatant=combatant, side=side, pos=pos, hp=combatant.hp_max
)
state.resources_left = dict(combatant.resources)
return state
def _grid() -> Grid:
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
return Grid.from_spec(spec)
def _engine(queue: list[int], states: list[CombatantState]) -> CombatEngine:
return CombatEngine(ScriptedRng(queue), _grid(), states)
def test_firearm_natural_one_breaks_the_weapon() -> None:
"""Given: a gunner firing a firearm
When: the attack roll comes up a natural 1
Then: the shot misses and the firearm gains the broken condition."""
gunner = _combatant("gun", firearm=True)
shooter = _state(gunner, "players", (1, 1))
foe = _state(_combatant("foe", firearm=False), "monsters", (1, 2))
engine = _engine([1], [shooter, foe])
result = engine.resolve_attack(shooter, foe, gunner.attacks[0])
assert result.hit is False
assert "gun-gun" in shooter.weapon_broken
assert any("MISFIRE (broken)" in line for line in engine._transcript)
def test_non_firearm_natural_one_does_not_break() -> None:
"""Given: an archer shooting a non-firearm ranged weapon
When: the attack roll comes up a natural 1
Then: the shot misses but nothing breaks (misfire is firearm-only)."""
archer = _combatant("bow", firearm=False)
shooter = _state(archer, "players", (1, 1))
foe = _state(_combatant("foe", firearm=True), "monsters", (1, 2))
engine = _engine([1], [shooter, foe])
result = engine.resolve_attack(shooter, foe, archer.attacks[0])
assert result.hit is False
assert shooter.weapon_broken == set()
assert not any("MISFIRE" in line for line in engine._transcript)
def test_broken_firearm_is_not_usable() -> None:
"""Given: a firearm broken by a misfire
When: the wielder's usable attacks are listed
Then: the broken firearm is excluded."""
gunner = _combatant("gun", firearm=True)
shooter = _state(gunner, "players", (1, 1))
shooter.weapon_broken.add("gun-gun")
assert [w.id for w in shooter.usable_attacks()] == []
def test_quick_clear_repairs_firearm_and_spends_grit() -> None:
"""Given: a gunner with a misfired firearm and 1 grit
When: the Quick Clear deed is executed
Then: the grit is spent and the firearm is no longer broken."""
gunner = _combatant("gun", firearm=True, grit=2)
shooter = _state(gunner, "players", (1, 1))
shooter.weapon_broken.add("gun-gun")
engine = _engine([], [shooter])
engine._execute(shooter, Action(kind="deed", deed_name="quick_clear"))
assert shooter.resources_left["grit"] == 1
assert "gun-gun" not in shooter.weapon_broken
assert any("Quick Clear - gun-gun cleared" in line for line in engine._transcript)
def test_quick_clear_without_grit_is_a_reported_noop() -> None:
"""Given: a gunner with a misfired firearm and no grit
When: the Quick Clear deed is executed
Then: the firearm stays broken and the failure is reported."""
gunner = _combatant("gun", firearm=True)
shooter = _state(gunner, "players", (1, 1))
shooter.weapon_broken.add("gun-gun")
engine = _engine([], [shooter])
engine._execute(shooter, Action(kind="deed", deed_name="quick_clear"))
assert "gun-gun" in shooter.weapon_broken
assert any("deed failed (no grit)" in line for line in engine._transcript)
def test_quick_clear_without_misfire_spends_no_grit() -> None:
"""Given: a gunner with grit but no misfired firearm
When: the Quick Clear deed is executed
Then: no grit is spent and the no-op is reported."""
gunner = _combatant("gun", firearm=True, grit=3)
shooter = _state(gunner, "players", (1, 1))
engine = _engine([], [shooter])
engine._execute(shooter, Action(kind="deed", deed_name="quick_clear"))
assert shooter.resources_left["grit"] == 3
assert any("no misfire to clear" in line for line in engine._transcript)
def test_quick_clear_leaves_non_firearm_breakage_alone() -> None:
"""Given: a broken non-firearm weapon (e.g. sundered) and a firearm
When: Quick Clear runs
Then: only a broken firearm could be cleared; the sundered weapon stays."""
gunner = _combatant("gun", firearm=True, grit=1)
shooter = _state(gunner, "players", (1, 1))
shooter.weapon_broken.add("gun-bow")
engine = _engine([], [shooter])
engine._execute(shooter, Action(kind="deed", deed_name="quick_clear"))
assert "gun-bow" in shooter.weapon_broken
assert shooter.resources_left["grit"] == 1
assert any("no misfire to clear" in line for line in engine._transcript)
def test_quick_clear_occupies_the_standard_slot() -> None:
"""Given: the Quick Clear deed (Ultimate Combat: a standard action)
When: the budget filter walks (deed, attack)
Then: the deed keeps the standard slot and the attack is dropped."""
clear = Action(kind="deed", deed_name="quick_clear")
strike = Action(kind="attack", target_id="foe")
assert _effective_slot(clear, lambda _: "standard") == "standard"
assert _action_economy_filter((clear, strike)) == (clear,)
def test_other_deeds_stay_swift() -> None:
"""Given: the swift grit deeds (Up Close and Deadly, inspire-style bonus)
When: the budget filter walks (deed, attack)
Then: the deed still occupies the swift slot and both actions survive."""
deed = Action(kind="deed", deed_name="up_close_and_deadly", target_id="foe")
strike = Action(kind="attack", target_id="foe")
assert _effective_slot(deed, lambda _: "standard") == "swift"
assert _action_economy_filter((deed, strike)) == (deed, strike)
def test_quick_clear_survives_the_swift_consumption_filter() -> None:
"""Given: an immediate already consumed this turn's swift
When: the swift-bonus filter walks (deed quick_clear, inspire_courage)
Then: only the swift inspire_courage is dropped, the standard deed stays."""
clear = Action(kind="deed", deed_name="quick_clear")
inspire = Action(kind="inspire_courage", target_id="foe")
assert _without_swift_bonus((clear, inspire)) == (clear,)