Commit Graph

385 Commits

Author SHA1 Message Date
ctan cad35e2e13 fix(rules): cure spells damage undead instead of healing
SRD Cure Light Wounds: 'Since undead are powered by negative energy,
this spell deals damage to them instead of curing their wounds. An
undead creature can apply spell resistance, and can attempt a Will save
to take half damage.'

- _apply_heal_effect takes the rolled save; an undead target takes the
  rolled healing as damage (halved on a successful save; SR already
  resolved upstream, DR never applies to spell energy, no bleeding stop
  or stabilization). Living targets are bit-identical.
- cure_light/cure_moderate descriptions fixed: the SRD save line is
  'Will half (harmless)', not 'negates'.
- Deafened 20% verbal spell failure DEFERRED to the README « Limites
  hors perimetre »: SpellSpec carries no components data (would need a
  verbal flag on all 108 spells) and sound-based Perception is not
  modeled either.
2026-09-16 15:48:36 +02:00
ctan 3e19d2974e feat(rules): SRD Mage Armor spell + non-stacking armor bonus type
SRD spells/mage-armor.md: 'An invisible but tangible field of force
surrounds the subject of a mage armor spell, providing a +4 armor bonus
to AC' - 'School conjuration (creation) [force]', level 1, 'Casting Time
1 standard action', 'Range touch', 'Duration 1 hour/level (D)',
'Spell Resistance no'.

- data/spells/mage_armor.json: buff +4 armor to AC, 600 rounds (1
  hour/level modeled fixed, the shield.json convention). Description
  documents the known simplification: the engine bakes worn armor into
  the AC total and cannot see it, so the armor bonus stacks additively
  with that baked value (two mage armors still do not stack).
- effects.py: 'armor' added to BonusType; absent from _STACKING_TYPES it
  behaves as a keep-the-highest type (verified by resolve_modifiers
  tests).
- Spell-count pins 107 -> 108 (test_runner_spells, batch3, test_spells)
  and the README references.
- Golden transcript untouched (buff branch only fires when no offensive
  spell is selected; the lich still opens with Magic Missile).
2026-09-16 15:36:43 +02:00
ctan 881f2ef9b2 fix(rules): lich data conforms to the KB stat block
Verified against the KB (bestiary/lich.md, Bestiary Lich CR 12):
- bab 8 -> 5 ('Base Atk +5')
- Paralyzing Touch attack_bonus 10 -> 5 ('Melee touch +5 (1d8+5 plus
  paralyzing touch)') and marked natural: true (template: 'A lich has a
  touch attack that it can use once per round as a natural weapon [...]
  treated as a primary natural weapon' - no BAB iteratives per e5691bd)
- damage_bonus 5 -> 0: the +5 (1 point per 2 HD) is already in the
  1d8+5 formula and _resolve_swing adds damage_bonus on top (double
  counting: the old data dealt 1d8+10)
- ac 25/14/23 -> 23/14/21 ('AC 23, touch 14, flat-footed 21'; touch was
  already correct)
- saves 10/10/14 -> 6/7/11 ('Fort +6, Ref +7, Will +11')
- con_score 14 -> 10: 'Being undead, a lich has no Constitution score'
  (Con '—'); the int-only schema encodes 'no score' as the neutral 10
  (modifier +0), inert anyway since undead are destroyed at hp <= 0.
Left as intentional engine tuning (residual divergences, documented in
the final report): hp 100 vs 111, Str 12 vs 10, Int 20 vs 22,
initiative +6 vs +2, fear aura 30 ft/DC 22 vs 60 ft/DC 18.
Golden transcript untouched (the lich wins via Magic Missile before any
weapon swing; MM DC depends on Int, unchanged). Pinned a new
test_json_matches_srd_stat_block.
2026-09-16 15:22:10 +02:00
ctan 9a16ca0388 fix(rules): pass through 3+ size categories apart, entry provokes AoO
SRD Moving Through a Square: 'Any creature can move through a square
occupied by a creature three size categories larger than itself. A big
creature can move through a square occupied by a creature three size
categories smaller than it is. Creatures moving through squares occupied
by other creatures provoke attacks of opportunity from those creatures.'

- _can_pass_through: size ranks differ by >= 3 opens the through-gate
  (_blocked_hostile) while _blocked/_cells_free keep the end-gate
  ('You can't end your movement in the same square as another creature
  unless it is helpless').
- _check_enter_aoo wired into _walk_steps (move, explicit-destination
  move, and run all commit steps there): the occupant strikes once per
  fresh entry, capped by the per-round allowance; a dropped mover stops
  the walk. S4c co-occupiable pairs (Tiny-or-smaller) keep no-AoO sharing.
- _has_free_descent generalized to a descending BFS so a walk can cross
  a multi-cell Huge+ creature (one-step lookahead dead-ended inside).
- Golden transcript untouched (all 1480 tests green).
2026-09-16 15:10:21 +02:00
ctan 437507ee2c conformance: block 5-foot step on difficult terrain (SRD Take 5-Foot Step)
A 5-foot step is hampered by difficult terrain: stepping out of OR into a
difficult cell is blocked. _step5 (auto-directed) logs 'wait (cannot step)';
_step5_to (explicit destination) rejects with unreachable_destination.
Engine-level tests cover destination, auto-path, and origin cases.
2026-09-16 13:47:10 +02:00
ctan 7fc7a1d6ec fix(combat): Block run action when cant_charge flag is set
SRD Conditions Fatigued: A fatigued character can neither run nor
charge. _execute_charge already checked cant_charge; _execute_run did
not -- a fatigued/exhausted/entangled combatant could still run.

Added cant_charge guard to _execute_run (mirrors _execute_charge),
logging wait (cannot run) and returning ok. Two engine-level tests:
fatigued cannot run, exhausted cannot run.
2026-09-16 13:28:17 +02:00
ctan 2cc2ba1907 fix(combat): Thread 5-10-5 diagonal parity through all budget-consuming paths
The greedy move/run/flee/charge descent helpers hardcoded diagonal parity 0,
letting a speed-30 walker cover 6 diagonal cells (cell-count budget). Under
5-10-5 (SRD Movement, Tactical) the same walker covers only 4 cells
(1+2+1+2=6 squares).

Threading the running diagonal count:
- _best_move_step / _best_flee_step: accept diagonals_used param
- _descend_path / _run_line_path / _flee_path: track and pass parity
- _charge_end: use _path_cost_5105() instead of len(path) for max check
- _path_cost_5105: new helper; computes total 5-10-5 cost of any path

Updated golden paths in test_aoo_limit_one_per_round (5-cell path now
takes an orthogonal detour to avoid expensive 2nd diagonal), test_run_*
 (speed-30 diagonal move stops at 4 cells), and staggered_withdraw
(single-speed diagonal withdraw stops at 4 cells).
2026-09-16 13:15:49 +02:00
ctan e5691bdb6f 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.
2026-09-16 12:25:30 +02:00
ctan 59caf67909 fix(rules): undead and constructs are destroyed at hp <= 0
SRD Undead/Construct traits: 'immediately destroyed when reduced to 0 hit
points or fewer' — undead and constructs have no Constitution score, so
the PF1e hp <= -CON death rule does not apply to them.

- combat.py: CombatantState.death_threshold returns 0 for creature_type
  undead/construct (in addition to the opt-in dies_at_zero flag)
- tests: TestUndeadDeathThreshold pins undead dead at 0 and below, living
  keeps the disabled band at 0 and the dying band down to -CON
- golden unchanged: tammara-vs-lich has the lich winning in 1 round
  without taking damage
2026-09-16 11:45:23 +02:00
ctan 5e3505dc8c fix(rules): convert bane to a 50-ft enemies-only burst
SRD spells/bane.md: enemies within a 50-ft burst centered on the caster
take a -1 penalty on attack rolls and a -1 penalty on saving throws
against fear effects; Will negates. The -1 penalty is approximated with
the shaken condition (-2), matching the existing Doom approximation.

- bane.json: single-target condition -> AreaEffect burst radius_ft 50,
  targets "enemies", ConditionEffect shaken 10 rounds save_negates
  (range/save kept as medium/will for the registry pin)
- combat.py: _metamagic_transform_sub now copies AreaEffect.targets so
  an Extend Spell on an area spell preserves the allies/enemies filter
- tests: TestBaneEnemiesOnly (enemy in burst debuffed, allies/caster
  unaffected, successful Will save negates)
2026-09-16 11:37:23 +02:00
ctan e43066e0ef feat(rules): restrict bless to allies in a 50-ft burst
SRD spells/bless.md: 'The caster and all allies within a 50-ft. burst,
centered on the caster'. Add an AreaEffect.targets filter (all/allies/
enemies) applied where area creatures are collected; bless.json now
declares radius_ft 50 and targets allies (the caster included).
2026-09-16 11:14:46 +02:00
ctan 312f9fd6b8 fix(rules): conform aid, bladed dash, doom, bulls/bears strength to the SRD 2026-09-13 18:56:17 +02:00
ctan 6c4bdc5d14 docs(rules): document the bladed dash approximation
Bladed Dash's description now matches the SRD (standard action, move up
to 30 ft in a straight line without provoking attacks of opportunity,
single melee attack at highest BAB against any creature adjacent along
the path) and the README's spell-limits section records the engine
approximation: a +30 ft speed buff for 1 round, with the free melee
attack, the no-AoO movement, the straight-line constraint and the
circumstance attack bonus left unmodeled.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 17:43:09 +02:00
ctan 0c141414a9 feat(rules): conform bulls strength, bears endurance and shield to the SRD
Bull's Strength now grants the SRD +4 enhancement bonus to Strength as
+2 melee attack, +2 melee damage and +2 CMB (three modifiers instead of
the previous +1/+1 approximation). Shield now uses a real shield bonus
type (+4 AC) instead of approximating it as deflection: the engine's
BonusType literal and stacking docs gain the shield type, which stays
out of the CMD bonus list (SRD Combat Maneuver Defense). Bear's
Endurance keeps its +2 Fortitude / +2 hp per HD and its description now
cites the SRD and flags the hp modifier as informational. Golden
transcripts updated: the buff log reports 3 mods and Tammara's pistol
attacks gain the extra +1 enhancement (d20=10+9-6=15).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 17:39:52 +02:00
ctan b84238792c feat(rules): scale healing spells with caster level
PF1e (SRD spells/cure-light-wounds.md): 'cures 1d8 points of damage +1
point per caster level (maximum +5)'; (spells/cure-moderate-wounds.md):
'cures 2d8 points of damage +1 point per caster level (maximum +10)'.
A HealEffect now carries the same DamageFlatScaling spec as damage
effects (S1b) and resolves it through effective_formula(caster_level)
at cast time, so the flat bonus grows with the caster and stops at the
stated cap. The engine passes the caster's level into _apply_heal_effect
(required keyword: no silent level-0 under-heal); Maximize Spell
maximizes the scaled formula. Cure Light/Moderate Wounds ship the SRD
values; inflict_light_wounds already carried its scaling_flat.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 17:19:58 +02:00
ctan a2a80b8690 feat(rules): add firearm misfire and the quick clear deed
Ultimate Combat Firearm Rules: a firearm attack rolling a natural 1 gains the
broken condition (weapon_broken, logged MISFIRE). Quick Clear now actually
clears the first misfired held firearm for 1 grit (reported no-op without
grit), and occupies the standard budget slot via _effective_slot; the
swift-consumed filter is slot-based so the standard deed survives.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 16:41:40 +02:00
ctan b579cb4934 fix(rules): give Tiny-or-smaller creatures zero reach and square sharing 2026-09-13 15:35:23 +02:00
ctan 7fb7ec55dd fix(rules): update initiative when a readied action fires
SRD Ready - Initiative Consequences of Readying: 'your initiative result becomes the count on which you took the readied action' and you 'act immediately ahead of the character whose action triggered your readied action'. _check_readied fired the payload off-turn but never touched the readier's initiative. It now calls _ready_shift_initiative, which rewrites the readier's _initiative_keys entry (trigger total + 0.5, keeping its mod and prior index) using the same tuple shape _execute_delay writes, so _build_round_order holds the new position for all following rounds. Deterministic: no RNG consumed, current round order untouched.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 14:54:15 +02:00
ctan 6702efc652 fix(rules): constrain a run to a straight line
SRD Full-Round Actions - Run: 'you can move up to four times your speed in a straight line'. _execute_run reused the Dijkstra move machinery, so it turned corners around walls. It now walks the straight Bresenham line (_run_line_path) and stops at the first obstacle (impassable terrain, difficult terrain, or a blocking creature), mirroring the charge clear-path logic. Keeps the 4x budget, step-by-step AoO provocation, moved_this_turn and the running/Dex-loss flag; a destination the straight line cannot honour is rejected (unreachable_destination).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 14:48:25 +02:00
ctan f5dc9da0c4 feat(rules): resolve one-round casts on the following turn
SRD Casting Time: a spell that takes 1 round is a full-round action
that comes into effect just before the caster's turn in the next round;
the caster then acts normally. _cast_spell now spends the slot and runs
the start-of-casting gates, then records a PendingCast (spell, target,
center, metamagic, slot level, hp at cast); delivery (touch attack, SR,
saves, effects) resolves at the start of the caster's next turn, before
the policy runs. Net hp lost in between forces the injured-while-casting
concentration check (DC 10 + damage + spell level, no Combat Casting) or
the spell fizzles; a caster knocked out of the fight loses it. Exposed
in the observation via pending_cast. Bounded model documented: net-hp
measurement instead of a per-damage-site hook; long (1 minute+) casting
stays out of scope.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 13:39:44 +02:00
ctan 3cc0502228 feat(rules): add the surprise round
SRD Surprise: when some but not all combatants are aware of their
opponents, a surprise round precedes round 1. Aware combatants take a
single standard OR move action plus free actions (swift and full-round
are dropped, full_attack collapses to one standard attack, withdraw
survives as the Restricted Withdraw standard); unaware combatants skip
their turn. New Combatant.aware flag (default true, parsed at the JSON
boundary) keeps every existing encounter bit-identical, exposed in the
observation snapshot. Unaware combatants are not flagged flat-footed
(documented simplification).

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 13:20:37 +02:00
ctan 7a8351e3b2 docs(readme): update the test count after the spell feature batches 2026-09-13 12:50:54 +02:00
ctan 9768f5ae1d feat(spells): allow spells to ignore spell resistance
SpellSpec gains spell_resistance: bool = True (JSON 'spell_resistance'). When false, _spell_delivery_blocked skips the targeted SR check and _apply_area_effect skips the per-creature SR check (threaded through the effect chain). Verified each imported spell against the local KB and set false on the 28 whose SRD block says 'Spell Resistance: no' (Acid Arrow, Flurry of Snowballs, Web, Darkness, Sanctuary, the Protection from X spells, etc.). Added no-SR targeted/area tests and a high-SR control in test_spell_resistance.py, and the README.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 12:44:35 +02:00
ctan c96b36d3f9 fix(spells): apply a shaken effect when a fear save succeeds
ConditionEffect gains save_partial (JSON 'on_success': condition_name + duration_rounds). On a successful save that would otherwise negate, _apply_condition_effect now imposes the weaker condition (SRD fear.md: panicked on a failed Will save, shaken for 1 round on a success). Extended _metamagic_transform_sub to preserve/double it; extracted _impose_condition helper. Updated fear.json, added failed/successful-save and loader tests in test_spells.py, and the README.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 12:32:45 +02:00
ctan a59ebee37a feat(rules): add ongoing spell damage
Acid Arrow (SRD spells/acid-arrow.md) deals 2d4 acid, then 2d4 again at the start of each of the target's turns for 1 round + 1 per three caster levels (max 6). DamageEffect gains a RecurringDamageSpec (JSON 'recurring'); a landed hit attaches a RecurringDamage source to CombatantState.recurring_damage, ticked in _turn_gate (after bleed), reduced by energy resistance/immunity but never DR (spell damage), cleared at expiry, and exposed in the observation snapshot. Extracted _resolve_one_projectile to keep _apply_damage_effect under the complexity ceiling. Updated acid_arrow.json, added tests/test_recurring_damage.py, and the README.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 12:25:38 +02:00
ctan 88ef9f39be feat(rules): support multi-projectile spells
SRD Magic Missile fires one missile +1 per two caster levels beyond 1st (max 5, 1d4+1 force, auto-hit); Scorching Ray fires one ray +1 per four levels beyond 3rd (max 3, 4d6 fire, ranged touch each). DamageEffect gains a ProjectileScaling spec (JSON 'projectiles'); _apply_damage_effect loops count_for(caster_level) projectiles, each rolling its own damage and (for a declared-projectile ray) its own ranged touch attack, with the target-drops-mid-sequence convention losing the rest. Updated magic_missile.json/scorching_ray.json, the golden lich transcript (CL 11 now fires 5 missiles, Tammara dies round 1: 43 damage), the scripted MM queues in test_spells/test_conformance_spellflow, added tests/test_multi_projectile.py, and the README.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 12:05:56 +02:00
ctan 642f449b9e fix(rules): exclude the caster from a line spell's area
CRB Magic - Aiming a Spell: a line 'starts from any corner of your square', so the caster's own square is outside the template (SRD Lightning Bolt: 'The bolt begins at your fingertips' - it leaves the square, it does not fill it). line_cells now drops the origin and takes the length_cells squares beyond it; a degenerate aim affects nothing. Updated the Lightning Bolt and Line Sparks tests (caster no longer caught) and the README.

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2026-09-13 11:30:30 +02:00
ctan ee8c8f80ff fix(spells): set the correct area shapes
SRD-verified area templates: Burning Hands 15-ft cone, Color Spray 15-ft cone, Fear 30-ft cone, Flurry of Snowballs 30-ft cone, Lightning Bolt 120-ft line (all converted from single-target/burst approximations to proper AreaEffect shapes); Fireball 20-ft burst, Sound Burst 10-ft spread, Sleep 10-ft burst, Web 20-ft spread kept. Close-range spells note the 15/30-ft RAW ranges as an approximation in their descriptions. README: cone/scaling limitations moved out of the limitations list, new area-shape + caster-level scaling rules documented, areas.py added to the architecture.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 11:01:07 +02:00
ctan a6cc5aef36 feat(rules): scale spell damage with caster level
DamageEffect gains optional scaling (1dX per N levels, capped) and scaling_flat (+X per N levels, capped) specs; effective_formula resolves them against the caster's level at cast time, so scaled dice flow through crits, energy resistance and metamagic like the base formula (CRB Magic - Caster Level). Loader rejects mismatched die types. Data: Fireball/Lightning Bolt 1d6/lvl max 10d6, Burning Hands 1d4/lvl max 5d4, Shocking Grasp 1d6/lvl max 5d6, Inflict Light Wounds +1/lvl max +5 (SRD-verified). Cure Light Wounds stays flat: its golden transcript pins 1d8+1 and HealEffect scaling is out of scope.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 10:48:09 +02:00
ctan 4659fae9f6 feat(rules): support cone and line spell areas
AreaEffect gains shape: burst|cone|line (CRB Magic - Aiming a Spell). Cones (90 deg, length = radius_ft) and lines (5 ft wide, Bresenham ray) originate at the caster's cell and are aimed at the resolved target or the U7b point-cast center; bursts are unchanged. Shared per-creature save + SR application; the observation area dict already exposes the shape.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 10:32:37 +02:00
ctan 734cfa4e55 docs(rules): document quick clear and doom description
README: the quick_clear deed is classified swift in the engine (SRD: standard action, or move with All Firearms) and is a functional no-op without a misfire model - documented rather than half-implemented. doom.json: the description mentioned a '-1 on a successful save' (a D&D 3.5 rule); PF1e Doom is Will negates with no partial success - description text corrected, effects unchanged (save_negates was already correct).

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 15:11:56 +02:00
ctan 5bf2850e2f fix(rules): use the attacker's best corner for cover bonus
SRD 'Cover': 'To determine whether your target has cover from your ranged attack, choose a corner of your square.' The ranged scorer in cover_bonus_cells took the MAX over all attacker corners (worst corner); the cover gate has_cover_cells and RAW use the attacker's best corner. Ranged cells are now scored min over attacker corners of (max over target-corner lines), then min over attacker cells - the bonus can no longer exceed what the gate admits. Melee keeps the worst-corner rule ('any line from ANY corner of your square'). Updated the two pins that locked the old worst-corner scores.

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2026-09-12 14:57:56 +02:00
ctan a989266747 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.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 14:45:55 +02:00
ctan 25149c64ba fix(rules): allow a free weapon draw with a move at BAB +1
SRD 'Move Actions': 'If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.' _filter_turn_actions computes free_draw (BAB >= 1 AND a move action in the turn sequence) and threads it through _effective_slot/_action_economy_filter/_staggered_filter: retrieve_weapon then occupies the free slot instead of the move slot. Static classification stays 'move' (repair_weapon and no-move draws unchanged). Filter-level and engine-level (BAB +2 vs BAB 0) tests added.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 14:35:42 +02:00
ctan 317c68ecdb fix(rules): allow a staggered creature to withdraw as a standard action
SRD 'Full-Round Actions - Restricted Withdraw': 'If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.' _staggered_filter now keeps withdraw as the one move-or-standard action (spending the slot) instead of dropping it, and _flee_path halves the budget to single speed for a staggered/disabled creature (new _is_staggered_limited helper). Filter-level and engine-level tests added.

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Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 14:21:04 +02:00
ctan a4487a85f9 fix(rules): block immediate actions while flat-footed
SRD 'Immediate Actions': 'You also cannot use an immediate action if you are flat-footed.' _check_reactions now skips states carrying the flat_footed condition before consulting the reaction policy. The engine never applies flat_footed itself (latent gate), so the unit test injects the condition via active_conditions, with a control test proving the same setup fires when not flat-footed.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 14:08:44 +02:00
ctan 7810d88488 fix(rules): expire a readied action at the combatant's next turn
SRD 'Ready - Initiative Consequences of Readying': 'If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again).' _take_turn's start-of-turn block now clears state.readied/readied_trigger (logged 'ready expired'), before the policy call; the ready still survives the round boundary and can fire in the next round as long as the readier's own turn has not arrived. Updated the two tests that pinned the old infinite persistence and added cross-round fire + expiry tests.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:59:11 +02:00
ctan ec2088ab90 fix(rules): apply cover concealment and criticals to touch attacks
CRB 'Cast a Spell - Touch Attacks': 'You can score critical hits with either type of attack as long as the spell deals damage'; CRB 'Range - Touch': a touch spell threatens on a natural 20 and deals double damage on a successful confirmation. The melee and ranged spell-touch gates now add the target's cover bonus to touch AC (new _attack_cover_bonus helper shared with resolve_attack), roll the concealment miss chance after the hit (blinded attacker = total concealment convention), and resolve crit threat/confirm with damage doubling for damage-dealing touch spells. Non-damage touch spells do not threaten (no die consumed). Golden transcript unaffected.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:47:03 +02:00
ctan 35c8d101b5 fix(rules): treat a blinded attacker as facing total concealment
CRB 'Conditions - Blinded': 'All opponents are considered to have total concealment (50% miss chance) against the blinded character.' The sneak-attack gate and the AoO suppression gate now apply the same max(target_concealment, 50) convention as _resolve_hit_damage: a blinded attacker cannot sneak attack and its AoOs are suppressed without spending the budget.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:26:52 +02:00
ctan d152d42af9 fix(rules): avoid the firing-into-melee penalty at 10 feet
SRD 'Attack - Shooting or Throwing into a Melee': a target at least 10 ft from the nearest friendly character lets you avoid the -4 penalty entirely (0, not -2). The -2 is reserved for targets two size categories larger than the engaged friendlies (0 at three+), which is not modeled (documented). Golden transcript unaffected (shot still misses).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:21:26 +02:00
ctan 84bcf004c3 docs(rules): document missile count and per-spell SR limits
Two documented limitations, no mechanical change: (a) Magic Missile fires a single 1d4+1 missile - the SRD scaling to up to five missiles per caster level and multi-target splitting is not modeled; (b) the engine applies spell resistance to every targeted spell, so the few spells whose SRD entry says "SR: no" (e.g. Acid Arrow) are not distinguished - a per-spell SR flag was deliberately not added.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:08:27 +02:00
ctan 5b64fbee48 fix(spells): correct the fear condition
PF1e (SRD spells/fear.md): creatures become panicked unless they succeed on a Will save - the JSON applied frightened instead. Condition fixed to panicked. The shaken-for-1-round on a successful save needs partial-save support for conditions and the 30-ft cone needs a cone template, neither of which the engine has; both documented in README as out of scope rather than built.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:05:49 +02:00
ctan b5b1bfd395 fix(spells): correct the acid arrow range
PF1e (SRD spells/acid-arrow.md): "Range long (400 ft. + 40 ft./level)" - the JSON declared medium. Fixed to long. The spell's ongoing acid (2d4 per extra round, one per three caster levels, unless neutralized) is not modeled: the engine has no per-spell damage-over-time subsystem, documented in README rather than built.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:03:11 +02:00
ctan 5c48579768 fix(spells): correct the burning hands damage
PF1e (SRD spells/burning-hands.md): "1d4 points of fire damage per caster level (maximum 5d4)" — the JSON encoded 1d4+1, a flat bonus the spell never grants. Base is now 1d4. Per-caster-level scaling and the 15-ft. cone are not modeled by the engine (no CL-scaled dice, no cone template); documented in README rather than built.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 13:01:12 +02:00
ctan b0fe553782 fix(rules): correct the cackle hex
PF1e (APG Cackle): "(Su) Free Action; ... extends the duration of all evil eye, fortune or misfortune hexes on all creatures within 30 feet by 1 round." The engine spent a hex use, acted only on the resolved target, and extended every hex-sourced condition (including slumber, which RAW cackle does not touch). Cackle is now dispatched before the resource/target gate (no cost), occupies the FREE budget slot via _effective_slot (the hex kind stays standard for evil_eye/slumber), and rebuilds the evil_eye buff list of every creature within 30 ft in a single bounded pass. Fortune/misfortune are not implemented, so evil_eye is the only extendable family member — documented in README. test_cackle.py rewritten for the new semantics (extension, range, free slot, no cost).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 12:58:32 +02:00
ctan 68699ad6c7 fix(rules): set the slumber hex duration to the witch level
PF1e (APG Slumber): the target "remains asleep for a number of rounds equal to the witch's level" (Will negates). _hex_slumber hardcoded 1 round; it now uses the caster's level. The RAW clause that the hex ends when the target takes damage is not modeled (no wake-on-damage hook in the engine) — documented in README. Two behavioral tests pin the failed-save duration (= level) and the saved case.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 12:52:52 +02:00
ctan f9c369380d fix(rules): correct the evil eye hex
PF1e (APG Evil Eye): the target takes -2 on ONE chosen option (AC, ability checks, attack rolls, saving throws or skill checks) for 3 rounds, and "A Will save reduces this to just 1 round" — it never negates. _hex_evil_eye applied shaken (-2 attack AND saves) for 1 round with the save negating entirely. It now adds a targeted -2 attack ActiveBuff for 3 rounds, or 1 round on a successful Will save. Simplification documented in README: the option choice is not modeled (attack rolls are the engine's target). The hex-DC behavioral test now reads the -2 attack (3r) transcript line.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 12:49:48 +02:00
ctan 910ed1dc7d fix(spells): make the bleed spell bleed
PF1e (SRD spells/bleed.md): "Saving Throw Will negates" and the target takes 1 point of damage per round. Two divergences: the JSON declared a Fortitude save, and the bleeding condition never set the engine's bleed_damage field, so the spell was a no-op. Bleed now saves Will; _apply_condition_effect sets bleed_damage = 1 when a spell applies bleeding, and _decrement_durations lands the final tick as the last bleeding condition expires before clearing the field (heal-path clearing already existed in _stop_bleeding). README updated.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 12:46:53 +02:00
ctan 8c7e7075ad fix(spells): correct the sound burst save
PF1e (SRD spells/sound-burst.md): "Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round" — the Fortitude partial negates the stun only, never the dice. The damage component declared half_on_save: true, halving the sonic damage on a successful save. DamageEffect gains a save_negates flag (default True, existing behavior unchanged); sound_burst.json declares half_on_save: false + save_negates: false so the 1d8 is full regardless while the condition keeps save_negates. README updated.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 12:31:06 +02:00
ctan e3818fa6c9 fix(rules): make the run reachability check avoid difficult terrain
PF1e (CRB Movement): "You can't run or charge across difficult
terrain". _execute_run checked the explicit destination against the full
cost field (which routes through difficult terrain at 2x) but descended
with avoid_difficult=True, so a destination beyond rubble was accepted
(ok=True) yet silently truncated at the obstacle. _destination_reachable
now takes the same avoid_difficult constraint (difficult cells removed
from the field; a destination whose footprint touches difficult terrain is
not a legal run endpoint either), so verdict and path agree. The test that
pinned the old silent-stop-short convention now expects
unreachable_destination; README updated.

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-12 11:53:27 +02:00