fix(rules): require adjacency or pull the target when grappling

SRD 'Grapple': 'If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).' _maneuver_grapple now pulls a non-adjacent target to the nearest free anchor whose footprint is adjacent to the grappler (5-10-5 distance, (row,col) tie-break, new _nearest_anchor_adjacent_to helper) and fails outright when no adjacent open space exists. Three tests: pull, no-space failure, adjacent no-move.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-12 14:45:55 +02:00
parent 25149c64ba
commit a989266747
3 changed files with 120 additions and 1 deletions
+55
View File
@@ -4438,12 +4438,67 @@ class CombatEngine:
f"CMD {m.target_cmd} -> SUCCESS ({dmg} damage to weapon)"
)
def _nearest_anchor_adjacent_to(
self, grappler: CombatantState, target: CombatantState
) -> Pos | None:
"""Closest free anchor where ``target``'s footprint is adjacent to
``grappler``'s occupied cells (SRD "Grapple" pull-to-adjacent).
Candidates are scored by 5-10-5 distance from the target's current
anchor; ties break on (row, col) for determinism. The target's own
current cells are excluded from the occupancy check (it is the thing
being moved), walls/out-of-bounds are never candidates, and adjacency
means the two footprints' cells are exactly one square apart.
"""
grappler_cells = grappler.occupied_cells()
best: tuple[int, Pos] | None = None
for row in range(self._grid.height):
for col in range(self._grid.width):
anchor: Pos = (row, col)
footprint = self._footprint_at(anchor, target)
if not all(
self._grid.passable(cell) for cell in footprint
):
continue
blocked = self._blocked(grappler, target)
if footprint & (blocked | grappler_cells):
continue
if not any(
self._grid.distance(g, t) == 1
for g in grappler_cells
for t in footprint
):
continue
dist = self._grid.distance(anchor, target.pos)
if best is None or (dist, anchor) < (best[0], best[1]):
best = (dist, anchor)
return None if best is None else best[1]
def _maneuver_grapple(
self, state: CombatantState, target: CombatantState, m: _ManeuverRoll
) -> None:
if not m.success:
self._maneuver_fail(state, target, "grapple", m)
return
# PF1e (SRD "Grapple"): "If you successfully grapple a creature that
# is not adjacent to you, move that creature to an adjacent open
# space (if no space is available, your grapple fails)."
if self.creature_distance(state, target) > 1:
anchor = self._nearest_anchor_adjacent_to(state, target)
if anchor is None:
self._log(
f"round {self._current_round} {state.combatant.id}: grapple vs "
f"{target.combatant.id} d20={m.roll}+{m.attacker_cmb}={m.total} "
f"CMD {m.target_cmd} -> FAILED (no adjacent space)"
)
return
start = target.pos
target.pos = anchor
self._log(
f"round {self._current_round} {state.combatant.id}: grapple pulls "
f"{target.combatant.id} ({start[0]},{start[1]})->"
f"({anchor[0]},{anchor[1]})"
)
target.active_conditions.append(
ActiveCondition(
condition=CONDITIONS_BY_NAME["grappled"],