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