Commit Graph

16 Commits

Author SHA1 Message Date
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 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).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-13 13:20:37 +02:00
ctan 4d89305881 fix(rules): distinguish natural reach from reach weapons
PF1e CRB 'Big and Little Creatures in Combat': a creature's natural
reach is a disk (a Large creature still threatens and strikes adjacent
squares), while a reach weapon doubles the wielder's natural reach but
'can't strike at their natural reach or less' (a ring whose dead zone is
the natural reach). The engine keyed the ring off reach_ft > 5, so
reach-10 natural attacks (giant belostomatid bite/claw, mounted
hooves) wrongly got a 5-ft dead zone.

AttackSpec gains reach_weapon (parsed from the combatant JSON); the
disk-vs-ring rule is centralized in _melee_reach_zone_cells and applied
consistently to weapon selection, melee usability, threatened squares
and charge end placement. Esha's Lance is the only reach weapon in the
shipped data; Large natural attackers keep the default (disk).

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-11 22:06:46 +02:00
ctan 1960b8f655 fix(rules): scale Power Attack for two-handed weapons and apply its CMB penalty 2026-09-11 00:19:06 +02:00
ctan a1c43e83af feat(combat): enforce spell resistance checks and energy resistances 2026-09-06 19:18:10 +02:00
ctan 31d970dd5f fix(combat): resolve touch attacks against touch AC and firearms 2026-09-05 11:28:46 +02:00
ctan 22d76e9677 fix(combat): channel energy targets living vs undead 2026-09-05 00:16:17 +02:00
ctan fd94522546 feat(data): per-level spell slots for 8 PCs 2026-09-04 23:02:21 +02:00
ctan 1893072b5d chore(lint): restore green gate 2026-09-04 23:02:20 +02:00
ctan 136ddcf7aa feat(combat): combat maneuvers CMB/CMD 2026-09-04 23:02:18 +02:00
ctan ab2874d79b feat(combat): skills system 2026-09-04 23:02:17 +02:00
ctan d2c80c0d61 feat(combat): metamagic 2026-09-04 23:02:16 +02:00
ctan 789d2f5396 fix(combat): correct spell DC formula 2026-09-04 23:02:15 +02:00
ctan 828afc15c0 feat(spells): add spell system with 10 combat spells, cast_spell action
Spells are SpellSpec dataclasses with typed effects: DamageEffect
(dice + types, half-on-save), ConditionEffect (condition lookup +
save negates), HealEffect (capped at hp_max), BuffEffect (transient
StatModifiers). Range categories (personal/touch/close/medium/long)
scale with caster level via spell_range_ft. JSON loader
(load_spell/load_spell_registry) reads data/spells/*.json.

The engine integrates spells via Action(kind='cast_spell') and
_cast_spell: range check, line-of-effect gate, save resolution
(resolve_save), effect application (_apply_spell_effects with DR
via _apply_dr_for_types), transcript logging. The spell_registry
is passed to CombatEngine; Combatant.spells holds known spell names.

- spells.py: SpellSpec, 4 effect types, SpellRange/SaveType literals,
  spell_range_ft, JSON loader (uses Json type from foundry.py)
- conditions.py: CONDITIONS_BY_NAME registry for condition lookup
- combat.py: cast_spell Action kind, _execute_cast_spell dispatch,
  _cast_spell (range/LoE/save/effects/log), _apply_spell_effects,
  _apply_dr_for_types, _save_label helper, SpellSpec/BuffEffect/etc
  imports, spell_registry parameter on CombatEngine
- models.py: spells field on Combatant
- data/spells/: 10 spells (Magic Missile, Burning Hands, Fireball,
  Lightning Bolt, Acid Arrow, Cure Light/Moderate Wounds, Hold Person,
  Fear, Bull's Strength)
- tests/test_spells.py: 29 tests (loading, range, damage/save/condition/
  heal/buff/DR, out-of-range, unknown spell, dispatch, DC scaling)
- pyproject.toml: PLR0913 ignore for combat.py (CombatEngine.__init__)
- README.md: spells.py architecture section, Sorts removed from
  non-modeled list, 336 tests
2026-08-17 22:49:50 +02:00
ctan ba1c3c2117 feat(abilities): add passive feats system (Weapon Focus, Iron Will, Dodge, Point-Blank Shot) 2026-08-17 22:49:50 +02:00
ctan 6ad37ae9ec feat(models): combatant schema, Foundry sheet loader, monster JSON schema 2026-08-17 22:49:50 +02:00