PF1e CRB 'Overrun': 'If your maneuver is successful, you move through
the target's space. If your attack exceeds your opponent's CMD by 5 or
more, ... the target is knocked prone.' The engine knocked the target
prone on ANY success. A plain success (margin 0-4) now only moves the
attacker through; prone requires total - CMD >= 5 (_OVERRUN_PRONE_MARGIN).
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB 'Movement, Position and Distance - Difficult Terrain': 'You
can't run or charge across difficult terrain.' The run action reused the
move machinery (_descend_path), so it crossed rubble at 2x cost within
the 4x budget. The descent now takes an avoid_difficult option that
refuses every step whose footprint would touch a cell with move cost > 1
(the same rejection charge applies in _charge_path_clear); the run
moves up to the obstacle and stops there (deterministic, documented).
Move and charge behavior are unchanged.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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>
PF1e (CRB, Disabled): a disabled creature can take move actions without further injuring itself. retrieve_weapon and repair_weapon are budget-classified move actions (_ACTION_ECONOMY_MOVE_KINDS) but were absent from _DISABLED_MOVE_KINDS, so a creature at 0 hp paid 1 hp to draw or mend a weapon. Added both kinds to the exempt set.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
A freshly-delayed combatant is re-inserted into the round order and _take_turn runs a second time in the same round. That second pass re-ran _decrement_durations and _turn_gate, double-ticking bleed, double-decrementing buff/condition durations and re-firing the fear aura. The start-of-turn block is now skipped when delayed_this_round is already set at entry (cleared at round start, set only by a delay action); the delayed turn still gets its policy call, budget and execution.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (CRB, Stable Characters and Recovery): characters taking continuous damage such as bleed automatically fail all Constitution checks made to stabilize, losing 1 hp per round in addition to the continuous damage. _process_dying never applied bleed (only _turn_gate, reached by active creatures did), so a bleeding dying creature lost 0 hp per round. It now ticks bleed_damage at the start of the dying turn and auto-fails the check (no d20 consumed), then evaluates death.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (CRB, Staggered): a staggered creature takes a single move OR standard action but can still take free, swift, and immediate actions. _staggered_filter returned only the first non-full-round action, so a disabled combatant with a queued swift bonus (deed/inspire_courage) lost its standard action. It now keeps every swift and free action plus the first move-or-standard, preserving the full_attack -> single attack downgrade.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB (Bardic Performance - Inspire Courage): the attack/weapon-damage
bonus is a COMPETENCE bonus (not morale), so it stacks with morale sources
like Heroism; the performance also grants a +1 MORALE bonus on saving throws
against charm and fear effects, implemented as two descriptor-conditional
will modifiers (fear / mind_affecting) that dedupe via morale stacking.
Simplifications (documented): flat +1 (no scaling per four bard levels) and
mind_affecting stands in for the missing charm descriptor.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB (Magus Spell Combat): as a full-round action the magus casts a
standard-action spell and makes all his melee attacks at -2. The penalty is
threaded through the full-attack chain (_execute_attack -> _full_attack ->
_full_attack_weapon -> _attack/_resolve_swing -> resolve_attack bonus_override)
so it applies to every attack roll and crit confirmation. Simplification: the
arcane pool cost is still not modeled.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB (Channel Energy): creatures damaged by channeled energy get a Will
save (DC 10 + half the channeler's level + her Charisma modifier) for half
damage (floor). Harm mode only; heal mode unchanged. Charisma is used RAW
even for casters whose spellcasting ability differs (channeling is a
Charisma class feature).
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB (Magic - Ranged Touch Attacks): spells delivered by ray require a
ranged touch attack (BAB + Dex vs touch AC, no range increment) to hit a
hostile target; a miss wastes the slot. SpellSpec gains requires_ranged_touch,
set on the 8 SRD-confirmed rays (Ray of Frost, Ray of Enfeeblement, Scorching
Ray, Acid Arrow, Acid Splash, Disrupt Undead, Shard of Chaos, Spear of Purity).
Magic Missile and area spells are unaffected. Simplification (documented): no
size modifier / Weapon Finesse on the roll.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
The per-spell Observation dict gains the additive cast_time key: the
registry spell's budget code on a hit, "standard" on a miss (mirroring
the engine's resolver fallback), so an LLM policy can schedule casts
against the action budget it sees reported back.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
SpellSpec gains a cast_time field (seven budget codes; the JSON loader
also accepts RAW phrasings like "1 round" or "1 minute"). The pure
budget filters take a CastTimeResolver so a cast_spell occupies the slot
its casting time maps to: standard->standard, swift->swift (competing
with deed/inspire courage and dropped by a consumed immediate),
immediate/free->free, full_round and one_round->full_round (one_round
clamped: resolved end-of-turn, documented approximation), long->dropped
before the budget filter with the new downgraded:cast_time reason. The
engine binds its registry lookup via _cast_time_of (unknown names fall
back to standard, keeping transcripts byte-identical);
_choose_spell_action never selects long casts; the staggered filter now
drops full-round casts and spell_combat via the effective slot
(_FULL_ROUND_KINDS becomes dead and is deleted). Summon Monster I/II are
the only data spells marked 1 round. Metamagic full-round casting for
spontaneous casters is out of scope (future hook documented in
_cast_time_of).
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB (Actions in Combat): a move action can be taken instead of the
standard one. The budget filter now converts a second move action onto
the standard slot when the move slot is spent and the standard is still
free, so (move, stand_up) and (move, move) are legal; a third move (or
any further standard) is still surplus. The greedy walk is expressed
with a spent-slot map to stay inside the C901 complexity ceiling.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB: running is a full-round action, not a move action. The budget
filter now classifies run as full-round (consumes the standard AND the
move slot), _FULL_ROUND_KINDS includes it for the staggered filter, and
the nauseated filter drops it (run is no longer move-like). The
moved_this_turn/running flags are unchanged; the _execute_run
moved_this_turn early return stays as defense in depth. default_policy
never emits run, so the golden transcripts are untouched.
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
Apply the PF1e per-turn action budget (CRB Actions in Combat: one
standard + one move, or one full-round in place of both, plus one
swift) unconditionally to every sequence a policy returns, not only
the immediate/staggered/nauseated specializations.
- _action_economy_filter: greedy in-order walk keeping the earliest
legal prefix-subsequence; a full-round action is only kept while
both the standard and move slots are still free.
- Exhaustive kind->slot classification (standard / move / swift /
full_round / free-conditional) over the Action.kind Literal,
documented and locked by tests.
- Surplus actions dropped and reported as
ActionResult(ok=False, reason="downgraded:action_economy") via a
multiset drop diff (reports duplicate-kind surplus the set-based
_dropped_kinds cannot).
- Composition order: general budget first, then the existing
immediate/staggered/nauseated filters (unchanged).
- default_policy untouched and its turns verified legal by the
validator; golden transcripts byte-identical.
Movement budget is now max(land, fly) speed. Updates the harvie golden: Harvie (land 10 / fly 80) is a flyer and now flies at 80 ft, so he wins vs the goblin instead of being pinned crawling at 10 ft.
- New Action kind activate_power_attack: free action that sets
state.power_attack = True when the combatant has the Power Attack feat;
logged no-op otherwise. Routed via _execute_movement (free-action branch)
to keep _execute under the C901 complexity ceiling.
- Consume deed_up_close_and_deadly in resolve_attack: the first attack
resolved while the flag is set gains +1d6 if it is a ranged attack within
30 ft; the flag is reset in all cases (benefit lost if out of range or
not ranged). Extracted into _consume_up_close_and_deadly helper.
- Document activate_power_attack, corrected deed semantics, and the
power_attack snapshot key in README.
- Add tests/test_engine_fixes.py (5 tests): PA activation, no-feat no-op,
deed+ranged within 30ft, deed out-of-range, deed melee.