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
+8 -1
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@@ -1102,7 +1102,14 @@ Règles modélisées :
your attack exceeds your opponent's CMD you can push the target back an your attack exceeds your opponent's CMD you can push the target back an
additional 5 feet » — `1 + marge//5` cases, stoppées au premier obstacle additional 5 feet » — `1 + marge//5` cases, stoppées au premier obstacle
(un 20 naturel sous le CMD ne donne que la poussée de base) ; (un 20 naturel sous le CMD ne donne que la poussée de base) ;
grapple → `grappled`/`pinned` ; escape → **une** sauvegarde (bonus statique de la grapple → `grappled`/`pinned` ; conformance L8 (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) » — une réussite à distance **tire la cible** sur la case
libre adjacente la plus proche (distance 5-10-5, départage (ligne,
colonne) ; journalisé `grapple pulls`), et **échoue** sans poser la
condition si aucune case adjacente libre n'existe (`FAILED (no adjacent
space)`) ; escape → **une** sauvegarde (bonus statique de la
compétence `escape_artist` ou CMB, + un d20) contre CMD — une seule tentative, compétence `escape_artist` ou CMB, + un d20) contre CMD — une seule tentative,
sans boucle multi-tour. Conformance L4 (SRD « Combat Maneuvers ») : le 20 sans boucle multi-tour. Conformance L4 (SRD « Combat Maneuvers ») : le 20
naturel réussit **toujours** à l'escape d'un grapple (« Rolling a natural naturel réussit **toujours** à l'escape d'un grapple (« Rolling a natural
+55
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@@ -4438,12 +4438,67 @@ class CombatEngine:
f"CMD {m.target_cmd} -> SUCCESS ({dmg} damage to weapon)" 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( def _maneuver_grapple(
self, state: CombatantState, target: CombatantState, m: _ManeuverRoll self, state: CombatantState, target: CombatantState, m: _ManeuverRoll
) -> None: ) -> None:
if not m.success: if not m.success:
self._maneuver_fail(state, target, "grapple", m) self._maneuver_fail(state, target, "grapple", m)
return 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( target.active_conditions.append(
ActiveCondition( ActiveCondition(
condition=CONDITIONS_BY_NAME["grappled"], condition=CONDITIONS_BY_NAME["grappled"],
+57
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@@ -614,3 +614,60 @@ def test_cmd_flat_footed_drops_dex_bonus_keeps_penalty() -> None:
) )
) )
assert engine._maneuver_cmd(clumsy_flat) == 10 + 2 - 2 # penalty kept assert engine._maneuver_cmd(clumsy_flat) == 10 + 2 - 2 # penalty kept
# --- L8: grapple requires adjacency / pulls the target -----------------------
def test_grapple_from_range_pulls_target_adjacent() -> None:
# SRD "Grapple": "If you successfully grapple a creature that is not
# adjacent to you, move that creature to an adjacent open space".
# Given: a ranged-successful grappler (CMB 20 vs CMD 12) and a target
# two squares away (no provoked AoO — it does not threaten)
# When: the grapple succeeds
# Then: the target is pulled to the nearest open adjacent cell and both
# gain the grappled condition.
a = make_state(make_combatant("a", attack_bonus=20), "players", (1, 1))
b = make_state(make_combatant("b"), "monsters", (1, 3))
engine = make_engine([5], [a, b])
engine._execute_maneuver(a, b, "grapple")
assert b.pos == (0, 2) # nearest open adjacent cell (row,col tie-break)
assert b.grappled_with == "a"
assert a.grappled_with == "b"
assert any("grapple pulls b (1,3)->(0,2)" in line for line in engine._transcript)
assert any("SUCCESS (grappled)" in line for line in engine._transcript)
def test_grapple_from_range_fails_without_open_adjacent_space() -> None:
# SRD "Grapple": "(if no space is available, your grapple fails)".
# Given: grappler in the grid corner, every adjacent cell occupied
# When: the CMB check succeeds anyway
# Then: the target is NOT pulled, NOT grappled, and the attempt is logged
# as failed for lack of space.
a = make_state(make_combatant("a", attack_bonus=20), "players", (0, 0))
b = make_state(make_combatant("b"), "monsters", (0, 3))
blockers = [
make_state(make_combatant(f"blk{i}"), "monsters", pos)
for i, pos in enumerate([(0, 1), (1, 0), (1, 1)])
]
engine = make_engine([5], [a, b, *blockers])
engine._execute_maneuver(a, b, "grapple")
assert b.pos == (0, 3)
assert b.grappled_with is None
assert a.grappled_with is None
assert not any("grappled" in c.condition.name for c in b.active_conditions)
assert any("FAILED (no adjacent space)" in line for line in engine._transcript)
def test_adjacent_grapple_does_not_move_the_target() -> None:
# Given: an already-adjacent target (it threatens — the maneuver provokes
# an AoO, scripted as a natural 1 miss)
# When: the grapple succeeds
# Then: no pull happens; positions are untouched.
a = make_state(make_combatant("a", attack_bonus=20), "players", (1, 1))
b = make_state(make_combatant("b"), "monsters", (1, 2))
engine = make_engine([1, 5], [a, b])
engine._execute_maneuver(a, b, "grapple")
assert b.pos == (1, 2)
assert b.grappled_with == "a"
assert not any("grapple pulls" in line for line in engine._transcript)