Commit Graph

20 Commits

Author SHA1 Message Date
ctan 1f8f068dd1 feat(rules): spell components + deafened verbal failure and arcane spell failure rolls
- SpellSpec.components (frozenset of V/S/M/F/DF, JSON key accepting the RAW
  string notation "V, S, M/DF" or a token list; slash = alternative; unknown
  token is a data error). Default empty = not encoded yet -> no failure.
- Combatant.armor_spell_failure (0-100 percent, authored on the JSON - the
  model has no equipment) and arcane_caster (divine casters never incur ASF);
  both load directly through load_combatant.
- _cast_spell: after the start-of-casting gates and before delivery, two
  conditional d100 rolls (convention mirrors the concealment roll, <=):
  deafened + V component spoils the spell on <=20 (SRD cast-a-spell.md);
  arcane_caster + S component + armor_spell_failure > 0 fails the spell on
  <= the ASF percent (SRD arcane-spells-and-armor.md). The slot stays spent
  (mirrors the concentration fizzle). No condition -> no roll: the RNG
  stream is bit-identical for every current combat (registry encodes no
  components yet - full encoding is a follow-up task).
- Observation: spell summary gains "components" (sorted tuple), combatant
  snapshot gains "armor_spell_failure"/"arcane_caster"; README documents
  the keys and the two former out-of-scope bullets now describe the modeled
  rule with its data-encoding follow-up.
- Data smoke test: lich arcane_caster true / ASF 0, oni arcane_caster false.
- tests/test_spell_failure.py: 21 tests (parsing, thresholds <=20 / <=ASF,
  divine/no-ASF/no-component never roll, roll order, slot stays spent,
  observation keys). Golden transcripts unchanged.
2026-09-20 14:02:10 +02:00
ctan f9e51e377a feat(rules): add alignment field to Combatant with axis gating flags
Adds the PF1e two-axis alignment code (LG/NG/CG/LN/N/CN/LE/NE/CE,
default N) to the Combatant model with a strict validator, derived
is_lawful/is_chaotic/is_good/is_evil properties, exposure in the
observation snapshot, and alignment values for all monsters and PCs
sourced from the bestiary KB and the Foundry sheets.
2026-09-20 11:49:04 +02:00
ctan 2df9dd778c fix(rules): misty Scaled Skin electricity resist 5 and Maw or Claw bite 1d6 (SRD ARG daemon-spawn traits: resistance encoded in resistances, bite upgraded from the sheet's estimated 1d4 to the Medium 1d6 with the discrepancy recorded in notes) 2026-09-19 12:43:38 +02:00
ctan b74baf1aa9 fix(rules): Lonely and Bitter drawbacks replace bogus +1 Will bonuses (SRD: Lonely -2 Sense Motive and -2 saves vs charm with mind_affecting standing in; Bitter reduces ally-sourced healing by 1 via engine hook) 2026-09-19 10:50:50 +02:00
ctan a5ebbecad8 fix(rules): Friendly Face and Extremely Fashionable become documented no-ops (SRD: animal attitude +2 steps and +1 Bluff/Diplomacy/Intimidate in fine clothing - neither attitude nor clothing state is modeled; old +1/+4 Diplomacy bonuses were wrong) 2026-09-19 10:44:25 +02:00
ctan 6d0ee1bfeb fix(rules): Born Damned and Axe to Grind become documented no-ops (SRD: +2 saves vs curses has no curse descriptor; +1 damage vs foes threatened only by you is not expressible - old Fort-vs-poison and axe-damage bonuses were wrong) 2026-09-19 10:41:21 +02:00
ctan d0db208610 fix(rules): Exalted of the Society grants +1 channel energy/day via resource_grants; Fortified Drinker becomes documented no-op (SRD: +2 saves vs mind-affecting after drinking, alcohol state not modeled) 2026-09-19 10:37:23 +02:00
ctan 611952cbf7 fix(rules): misty - add sheet feat Plot Armor as traced no-op so data matches the Foundry sheet 2026-09-16 22:18:54 +02:00
ctan 2b5b39a9f7 fix(rules): jeanne + esha mount hooves 1d4 (SRD light horse) marked natural, add Jeanne's sheet Bite as secondary 2026-09-16 22:06:59 +02:00
ctan b9477a2ba1 fix(rules): ierlieth - bite damage_bonus -1 per sheet STR, add secondary Tail (stored +4, runtime -5 = sheet -1) 2026-09-16 22:02:10 +02:00
ctan 1c94d48803 fix(rules): harvie - Wis 14 per sheet, Talons primary +2 1d4 (2x), Bite secondary +2 with runtime -5 2026-09-16 21:59:29 +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 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 31d970dd5f fix(combat): resolve touch attacks against touch AC and firearms 2026-09-05 11:28:46 +02:00
ctan fd94522546 feat(data): per-level spell slots for 8 PCs 2026-09-04 23:02:21 +02:00
ctan 77ffad8e2f feat(data): companions and mounts 2026-09-04 23:02:19 +02:00
ctan 789d2f5396 fix(combat): correct spell DC formula 2026-09-04 23:02:15 +02:00
ctan 37f07d90a7 chore(data): drop Plot Armor from misty features (non-combat feat) 2026-08-18 17:34:48 +02:00
ctan c88d8fd6f4 refactor(loaders): unify combatant loader, migrate PC features/spells
Rename monster.py → combatant.py with _KNOWN_FEATS lookup table
that resolves feat name strings to AbilitySpec constants (Power Attack,
Iron Will, Toughness, Weapon Focus, etc.). Unknown feats produce
minimal AbilitySpec (data preserved for future implementation).

Migrate all 8 PC JSONs (data/pcs/) with complete feat/spell lists
extracted from Foundry sheets — including traits, racial abilities,
and all spells. Monsters (goblin, orc) unchanged (no feats/spells).

Update all imports, add backward-compatible aliases (load_monster,
MonsterLoadError), update CLI to use load_combatant.

Gate: 377 tests, ruff clean, basedpyright clean.
2026-08-17 22:49:50 +02:00
ctan 7297494e56 feat(data): transpose Foundry PC sheets into data/pcs
All 8 sheets from fiches_personnages/ converted to the strict Combatant
JSON schema (data/monsters convention) so the CLI can run PCs directly:

  --side players data/pcs/esha.json

- id derived from the file stem; source field points at the original sheet
- oni: placeholder attacks without encoded damage ('une Pioche', 'Weapon')
  left out, documented in notes (pick stats ambiguous light/heavy in the
  rules KB; no identification possible for 'Weapon')
- README: PC section now documents data/pcs usage
- tests: parametrized load check + golden spots for the 8 PC files
2026-08-17 22:49:50 +02:00