fix(rules): firing into melee exemption measured target-to-nearest-ally, not attacker-to-target (SRD Shooting into a Melee)

This commit is contained in:
2026-09-16 21:24:48 +02:00
parent e6f7b1988b
commit e0bf484394
3 changed files with 53 additions and 18 deletions
+22 -13
View File
@@ -3056,18 +3056,22 @@ class CombatEngine:
self, attacker: CombatantState, target: CombatantState
) -> int:
"""PF1e firing into melee: -4 on a ranged attack whose target is
engaged in melee, avoided entirely (0) when the target or every
threatening opponent stands 10+ ft from the attacker. Precise Shot
removes it.
engaged in melee, avoided entirely (0) when the target stands 10+ ft
from every friendly character of the attacker. Precise Shot removes
it.
PF1e (SRD "Attack" — Shooting or Throwing into a Melee): "If your
target (or the part of your target you're aiming at, if it's a big
target) is at least 10 feet away from the nearest friendly character,
you can avoid the -4 penalty" — the 10+ ft clause is therefore 0, not
-2. The -2 applies only when the target is two size categories larger
than the friendly characters it is engaged with (and 0 at three or
more): size-category reduction is NOT modeled (documented
simplification).
you can avoid the -4 penalty" — the exemption is measured from the
TARGET to the attacker's nearest friendly character (a creature on
the attacker's side other than the attacker), NOT from the attacker's
own position; an archer 30 ft away still takes the -4 when the target
is locked in melee with one of the archer's allies at 5 ft. The 10+
ft clause is therefore 0, not -2. The -2 applies only when the target
is two size categories larger than the friendly characters it is
engaged with (and 0 at three or more): size-category reduction is
NOT modeled (documented simplification).
The target is engaged when an active enemy of the target (not the
attacker itself) threatens the target's occupied cells with a melee
@@ -3085,12 +3089,17 @@ class CombatEngine:
]
if not threats:
return 0
if self.creature_distance(attacker, target) * _SQUARE_FT >= _FIRING_MELEE_SAFE_FT:
allies = [
s
for s in self._states
if s is not attacker and s.active and s.side == attacker.side
]
if all(
self.creature_distance(target, ally) * _SQUARE_FT
>= _FIRING_MELEE_SAFE_FT
for ally in allies
):
return 0
for threat in threats:
dist = self.creature_distance(attacker, threat) * _SQUARE_FT
if dist >= _FIRING_MELEE_SAFE_FT:
return 0
return _FIRING_MELEE_PENALTY
def _engaged_in_melee(self, state: CombatantState) -> bool:
+30 -4
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@@ -338,11 +338,13 @@ def test_firing_into_melee_minus4() -> None:
assert t.hp == 100
def test_firing_into_melee_avoided_when_target_10ft_away() -> None:
def test_firing_into_melee_not_avoided_when_ally_engaged_5ft_away() -> None:
# PF1e (SRD "Attack" — Shooting or Throwing into a Melee): "If your target
# [...] is at least 10 feet away from the nearest friendly character, you
# can avoid the -4 penalty" — the 10+ ft clause is 0, not -2 (the -2 is
# reserved for targets two size categories larger, not modeled).
# can avoid the -4 penalty" — the exemption is measured from the TARGET to
# the attacker's nearest friendly character, not from the attacker. The
# archer is 10 ft from the target, but the target is engaged at 5 ft by
# the archer's own ally (the guard) -> the -4 still applies.
archer = _combatant("archer", ac=99, attacks=(_bow("archer", attack_bonus=8),))
tgt = _combatant("tgt", ac=15, attacks=(_bow("tgt"),))
guard = _combatant("guard", ac=99)
@@ -354,8 +356,32 @@ def test_firing_into_melee_avoided_when_target_10ft_away() -> None:
)
a, t, _g = eng._states
result = eng.resolve_attack(a, t, a.combatant.attacks[0])
assert result.total == 17
assert result.melee_penalty == -4
assert result.total == 13
assert result.hit is False
assert t.hp == 100
def test_firing_into_melee_avoided_when_nearest_ally_20ft_away() -> None:
# The target is engaged (a third-party melee threat stands next to it),
# but the attacker's nearest friendly character is 20 ft from the target
# -> the -4 is avoided even though the archer itself is only 5 ft away.
# The OLD (buggy) rule measured attacker->target/attacker->threat and
# would wrongly apply the -4 here.
archer = _combatant("archer", ac=99, attacks=(_bow("archer", attack_bonus=8),))
tgt = _combatant("tgt", ac=15, attacks=(_bow("tgt"),))
ally = _combatant("ally", ac=99)
raider = _combatant("raider") # neither the archer's side nor the target's
eng = _engine(
[archer, tgt, ally, raider],
[(0, 0), (0, 1), (0, 5), (1, 2)],
["players", "monsters", "players", "gnolls"],
[10, 3],
)
a, t, _al, _r = eng._states
result = eng.resolve_attack(a, t, a.combatant.attacks[0])
assert result.melee_penalty == 0
assert result.total == 18
assert result.hit is True
assert result.damage == 3
+1 -1
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@@ -816,7 +816,7 @@ def test_ranged_attack_ignores_flanking() -> None:
"initiative: aly d20=9+0=9",
"initiative: tgt d20=8+0=8",
"round 1 tgt: AoO vs arc d20=15+2=17 AC 13 -> HIT 3 damage (6->3)",
"round 1 arc: short bow vs tgt d20=12+2=14 AC 15 -> MISS",
"round 1 arc: short bow vs tgt d20=12+2-4(melee)=10 AC 15 -> MISS",
"round 1 aly: short sword vs tgt d20=10+0=10 AC 15 -> MISS",
"round 1 tgt: short sword vs arc d20=5+2=7 AC 13 -> MISS",
"battle over: draw after 1 rounds",