fix(rules): natural weapons get no BAB iteratives, secondary attacks at -5
PF1e (CRB "Natural Attacks"): - Natural weapons (natural=true) get exactly one swing per full attack, regardless of BAB (no BAB iteratives for natural attacks). - Secondary natural attacks (secondary=true) attack at BAB -5; the Multiattack feat reduces this to -2. - Manifested in combat.py (_full_attack_weapon, _resolve_swing), models.py (AttackSpec.natural/secondary), 6 data JSONs, 4 new tests, and README documentation. 1461 passed, ruff clean, basedpyright 0 errors.
This commit is contained in:
@@ -647,9 +647,16 @@ Règles modélisées :
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résout `count` balayages indépendants dans la même action ; les balayages
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restants sont perdus si la cible tombe (inconsciente ou morte) en cours de
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rafale. Attaque à outrance (action à round complet) : à BAB +6/+11/+16, des
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attaques supplémentaires à -5/-10/-15 ; les armes naturelles (`count` > 1)
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ne gagnent pas d'itératifs. Plusieurs armes naturelles en une seule attaque
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à outrance ne sont pas modélisées.
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attaques supplémentaires à -5/-10/-15 pour les armes manufacturées. Les
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armes naturelles (`natural: true` dans le JSON — morsures, griffes, sabots,
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talons…) ne gagnent **jamais** d'itératifs : une attaque à outrance avec une
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arme naturelle résout **un seul** balayage quel que soit le BAB (CRB
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« Natural Attacks » : « You do not receive additional natural attacks for a
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high base attack bonus »). Une attaque naturelle marquée `secondary: true`
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(les attaques secondaires du bestiaire) frappe à **BAB −5** ; le don
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Multiattack réduit cette pénalité à **−2** (CRB « Natural Attacks » /
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« Multiattack »). Plusieurs armes naturelles en une seule attaque à outrance
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ne sont pas modélisées.
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Choix de l'arme : `Action(kind="attack", weapon_id=...)` et
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`Action(kind="full_attack", weapon_id=...)` frappent avec l'arme désignée
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(l'arc plutôt que l'épée, l'arme principale plutôt que la secondaire) au
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@@ -33,14 +33,17 @@
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"damage": [
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{
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"formula": "1d6+1",
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"types": ["piercing"]
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"types": [
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"piercing"
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]
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}
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],
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"damage_bonus": 1,
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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}
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],
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"source": "summon monster II",
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@@ -15,30 +15,54 @@
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"cha_score": 2
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},
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"hp_max": 30,
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"ac": { "total": 15, "touch": 10, "flat_footed": 14 },
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"ac": {
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"total": 15,
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"touch": 10,
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"flat_footed": 14
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},
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"bab": 3,
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"initiative_mod": 1,
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"speed_land_ft": 20,
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"saves": { "fort": 7, "ref": 2, "will": 1 },
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"saves": {
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"fort": 7,
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"ref": 2,
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"will": 1
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},
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"attacks": [
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{
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"name": "bite",
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"kind": "melee",
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"attack_bonus": 4,
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"damage": [{ "formula": "1d6", "types": ["piercing"] }],
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"damage": [
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{
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"formula": "1d6",
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"types": [
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"piercing"
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]
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}
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],
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"damage_bonus": 2,
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"crit_mult": 2,
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"reach_ft": 10
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"reach_ft": 10,
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"natural": true
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},
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{
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"name": "claw",
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"kind": "melee",
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"attack_bonus": 4,
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"damage": [{ "formula": "1d4", "types": ["slashing"] }],
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"damage": [
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{
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"formula": "1d4",
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"types": [
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"slashing"
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]
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}
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],
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"damage_bonus": 2,
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"crit_mult": 2,
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"count": 2,
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"reach_ft": 10
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"reach_ft": 10,
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"natural": true
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}
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],
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"cmb": 6,
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+10
-4
@@ -34,14 +34,17 @@
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"damage": [
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{
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"formula": "1d4",
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"types": ["piercing"]
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"types": [
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"piercing"
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]
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}
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],
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"damage_bonus": 0,
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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},
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{
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"id": "harvie:claw",
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@@ -51,14 +54,17 @@
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"damage": [
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{
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"formula": "1d3",
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"types": ["slashing"]
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"types": [
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"slashing"
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]
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}
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],
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"damage_bonus": 0,
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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}
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],
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"source": "fiches_personnages/harvie_sheet.json",
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@@ -34,14 +34,17 @@
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"damage": [
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{
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"formula": "1d4",
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"types": ["piercing"]
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"types": [
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"piercing"
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]
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}
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],
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"damage_bonus": 1,
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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}
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],
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"source": "fiches_personnages/ierlieth_sheet.json",
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+4
-2
@@ -86,7 +86,8 @@
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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},
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{
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"name": "Bite (attaque naturelle)",
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@@ -104,7 +105,8 @@
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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},
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{
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"name": "Unarmed Strike",
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+2
-1
@@ -87,7 +87,8 @@
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"crit_range": 20,
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"crit_mult": 2,
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"reach_ft": 5,
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"count": 1
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"count": 1,
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"natural": true
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}
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],
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"source": "fiches_personnages/oni_sheet.json",
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@@ -6699,6 +6699,12 @@ class CombatEngine:
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target_live = self._stats[target.combatant.id]
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hp_before = target.hp
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override = bonus_override
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if weapon.secondary:
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# PF1e (CRB "Natural Attacks"): secondary natural attacks are at
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# base attack bonus -5; the Multiattack feat reduces this to -2.
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penalty = 2 if self._has_feat(attacker, "Multiattack") else 5
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base = weapon.attack_bonus if override is None else override
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override = base - penalty
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if attack_penalty:
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base = weapon.attack_bonus if override is None else override
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override = base + attack_penalty
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@@ -6829,6 +6835,12 @@ class CombatEngine:
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if weapon.count > 1:
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self._attack(attacker, target, weapon, attack_penalty=attack_penalty)
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return
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if weapon.natural:
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# PF1e (CRB "Natural Attacks"): "You do not receive additional
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# natural attacks for a high base attack bonus." One swing per
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# natural weapon, at its own attack bonus.
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self._attack(attacker, target, weapon, attack_penalty=attack_penalty)
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return
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n = min(
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_MAX_ITERATIVES,
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1 + max(0, (attacker.combatant.bab - 1) // _ITERATIVE_PENALTY),
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@@ -249,7 +249,11 @@ class AttackSpec(_FrozenModel):
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reach). Without the flag a melee attack follows the creature's natural
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reach, which is a DISK: a Large creature's natural attack (its JSON
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`reach_ft` IS its natural reach, 10 ft) still strikes and threatens
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adjacent squares.
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adjacent squares. `natural` marks a natural weapon (bite, claw, etc.):
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PF1e (CRB "Natural Attacks") grants no BAB iteratives for natural
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weapons. `secondary` marks a secondary natural attack (tail, wing, etc.):
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the engine applies -5 to the attack bonus (reduced to -2 with the
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Multiattack feat).
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"""
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id: str
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@@ -266,6 +270,8 @@ class AttackSpec(_FrozenModel):
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count: int = Field(default=1, ge=1)
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firearm: bool = False
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two_handed: bool = False
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natural: bool = False
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secondary: bool = False
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class DamageReduction(_FrozenModel):
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@@ -0,0 +1,167 @@
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"""Natural weapon attack rules (CRB "Natural Attacks").
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Given an attacker with natural weapons and high BAB
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When a full attack is resolved
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Then natural weapons make exactly one swing each (no BAB iteratives)
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Given a secondary natural attack
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When a swing is resolved
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Then the attack bonus is reduced by 5
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Given a secondary natural attack and the attacker has the Multiattack feat
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When a swing is resolved
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Then the attack bonus is reduced by 2 (instead of 5)
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"""
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from __future__ import annotations
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from pf1e_simulator.combat import CombatantState, CombatEngine
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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AbilitySpec,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng
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def _make_combatant(
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cid: str,
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*,
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side: str,
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bab: int = 1,
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attack_bonus: int = 0,
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natural: bool = False,
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secondary: bool = False,
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features: tuple[str, ...] = (),
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) -> Combatant:
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"""Build a minimal Combatant with one attack."""
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attack = AttackSpec(
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id=f"{cid}-w",
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name="weapon",
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kind="melee",
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attack_bonus=attack_bonus,
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damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])],
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natural=natural,
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secondary=secondary,
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)
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return Combatant(
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id=cid,
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name=cid,
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level=1,
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size="Medium",
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bab=bab,
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=10,
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int_score=10, wis_score=10, cha_score=10,
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),
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hp_max=20,
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ac=ACProfile(total=15, touch=10, flat_footed=10),
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initiative_mod=0,
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speed_land_ft=30,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[attack],
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features=[AbilitySpec(name=f, category="feat") for f in features],
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)
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def _make_grid() -> Grid:
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"""8x8 floor grid."""
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
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return Grid.from_spec(spec)
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def _make_engine(
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queue: list[int],
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attacker: Combatant,
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target: Combatant,
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attacker_pos: tuple[int, int] = (1, 1),
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target_pos: tuple[int, int] = (1, 2),
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) -> tuple[CombatEngine, CombatantState, CombatantState]:
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"""Create engine with two adjacent combatants and return (engine, atk_state, tgt_state)."""
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a = CombatantState(combatant=attacker, side="players", pos=attacker_pos,
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hp=attacker.hp_max)
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t = CombatantState(combatant=target, side="monsters", pos=target_pos,
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hp=target.hp_max)
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engine = CombatEngine(ScriptedRng(queue), _make_grid(), [a, t])
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return engine, a, t
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def _swing_lines(engine: CombatEngine, target_id: str) -> list[str]:
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"""Transcript lines that resolved a swing against the target."""
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return [line for line in engine._transcript if f"vs {target_id}" in line]
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# BAB iteratives
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def test_natural_weapon_no_bab_iteratives() -> None:
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"""Natural weapon with BAB 16 produces exactly 1 swing, not 4.
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PF1e (CRB "Natural Attacks"): you do not receive additional natural
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attacks for a high base attack bonus.
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"""
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atk = _make_combatant("a1", side="players", bab=16, attack_bonus=18, natural=True)
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tgt = _make_combatant("t1", side="monsters", bab=1)
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# RNG: [d20=15] attack roll; on hit -> damage dice (1d6=4)
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engine, a, t = _make_engine([15, 4], atk, tgt)
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engine._full_attack(a, t)
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swings = _swing_lines(engine, "t1")
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assert len(swings) == 1, f"natural weapon should swing once, got {len(swings)}: {swings}"
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def test_manufactured_weapon_gets_iteratives() -> None:
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"""Non-natural weapon with BAB 16 produces 4 iterative swings (16/11/6/1)."""
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atk = _make_combatant("a2", side="players", bab=16, attack_bonus=18)
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tgt = _make_combatant("t2", side="monsters", bab=1)
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# RNG: 4 swings, each = 1 attack d20 (15) + 1 damage roll (3); target
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# survives 4 x 3 = 12 damage (hp_max 20) so all iteratives resolve.
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queue = [15, 3] * 4
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engine, a, t = _make_engine(queue, atk, tgt)
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engine._full_attack(a, t)
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swings = _swing_lines(engine, "t2")
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assert len(swings) == 4, f"manufactured weapon should swing 4x, got {len(swings)}: {swings}"
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def test_secondary_natural_attack_penalty() -> None:
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"""Secondary natural attack has -5 penalty on attack bonus.
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PF1e (CRB "Natural Attacks"): secondary natural attacks are at
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base attack bonus -5.
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"""
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atk = _make_combatant("a3", side="players", bab=1, attack_bonus=10,
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natural=True, secondary=True)
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tgt = _make_combatant("t3", side="monsters", bab=1)
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# RNG: [d20=15] attack -> 10 - 5 = 5; total = 15 + 5 = 20 >= AC 15 -> hit; damage 1d6=4
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engine, a, t = _make_engine([15, 4], atk, tgt)
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engine._full_attack(a, t)
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swings = _swing_lines(engine, "t3")
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assert len(swings) == 1
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# base_bonus is 5 (10 - 5 secondary penalty)
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assert "d20=15+5=20" in swings[0]
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def test_multiattack_feat_reduces_secondary_penalty() -> None:
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"""Multiattack feat reduces secondary natural penalty from -5 to -2.
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PF1e (CRB "Multiattack"): secondary natural attacks are at
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base attack bonus -2 (instead of -5).
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"""
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atk = _make_combatant("a4", side="players", bab=1, attack_bonus=10,
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natural=True, secondary=True,
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features=("Multiattack",))
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tgt = _make_combatant("t4", side="monsters", bab=1)
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# RNG: [d20=15] attack -> 10 - 2 = 8; total = 15 + 8 = 23 >= AC 15 -> hit; damage 1d6=4
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engine, a, t = _make_engine([15, 4], atk, tgt)
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engine._full_attack(a, t)
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swings = _swing_lines(engine, "t4")
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assert len(swings) == 1
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# base_bonus is 8 (10 - 2 Multiattack)
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assert "d20=15+8=23" in swings[0]
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