feat(rules): 3D flight over ground terrain - airborne creatures (fly >= land, V4 budget from fly speed) move on Grid.airborne_view: ground difficult terrain costs 1 and cells impassable to walkers (pits, water, rubble, low obstacles) are crossable at cost 1, EXCEPT blocks_los cells (solid barriers, assumed full height) which still stop flight; run/charge/5-foot-step gates and diagonal corner rule follow the same view (flying past a pit is legal, past a wall corner is not); elevation climb cost still applies (step heights, not wall heights - documented); line of effect, cover and high ground use the unchanged real grid so combat geometry is unaffected by flight (SRD Movement, Position and Distance: flying creatures not hampered by difficult terrain, able to avoid most obstacles), 11 tests

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2026-09-20 22:21:40 +02:00
parent 1257bb3849
commit 2ae86ab29f
3 changed files with 461 additions and 66 deletions
+283 -7
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@@ -1,14 +1,18 @@
"""V4: movement uses the best of land and fly speed.
"""V4: movement uses the best of land and fly speed + 3D flight over terrain.
The engine budgets every movement action (move, 5-foot step toward a target,
charge at 2x, withdraw at 2x, run at 4x) from ``_speed_ft(state)`` — the
maximum of the creature's ``speed_land_ft`` and ``speed_fly_ft`` (a missing
fly speed counts as 0, so a land-only creature is unchanged). Simplification:
a creature that has a fly speed is assumed to use it, but flying OVER
obstacles or difficult terrain is NOT modeled — the grid's passability and
terrain costs still apply to the whole budget. The observation snapshot adds
an additive ``speed_effective_ft`` key; ``speed_land_ft``/``speed_fly_ft`` are
kept as-is.
fly speed counts as 0, so a land-only creature is unchanged). A creature
whose budget comes from its fly speed (fly >= land) is AIRBORNE
(``_is_airborne``): it moves on ``Grid.airborne_view``, where ground difficult
terrain costs 1 and cells impassable to walkers (pits, water, rubble) are
crossable — SRD "Movement, Position, and Distance": "Flying and incorporeal
creatures are not hampered by difficult terrain"; "Flying and incorporeal
creatures are able to avoid most obstacles". Cells that block line of effect
(``blocks_los`` — solid barriers, assumed full height) still stop flight and
still block attacks. The observation snapshot adds an additive
``speed_effective_ft`` key; ``speed_land_ft``/``speed_fly_ft`` are kept as-is.
"""
from __future__ import annotations
@@ -77,6 +81,45 @@ def _corridor(cols: int) -> Grid:
return Grid.from_spec(spec)
_LEGEND = {
".": TerrainType(type="floor", move_cost=1),
"T": TerrainType(type="rubble", move_cost=2),
"P": TerrainType(type="pit", move_cost=None),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
def _terrain_grid(rows: tuple[str, ...]) -> Grid:
"""A grid from ASCII rows over the shared ``_LEGEND`` terrain types."""
spec = MapSpec(name="terrain", terrain=rows, legend=_LEGEND)
return Grid.from_spec(spec)
def _run_move_on(
*, land: int, fly: int | None, destination: tuple[int, int], grid: Grid,
) -> CombatantState:
"""Hero acts first and takes one ``move`` to ``destination`` on ``grid``.
The foe idles far to the right (never threatens). Returns the hero state.
"""
cols = grid.width
hero = make_state(
_combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0),
)
foe = make_state(_combatant("foe", land=30), "monsters", (0, cols - 1))
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=destination),)
return _WAIT
eng = CombatEngine(
ScriptedRng([10, 5]), grid, [hero, foe], policy=policy, round_cap=1,
)
eng.run()
return eng._states[0]
def _run_move(
*, land: int, fly: int | None, destination: tuple[int, int], cols: int,
) -> CombatantState:
@@ -220,3 +263,236 @@ def test_fly_lower_than_land_uses_land() -> None:
assert mover.pos == (0, 6)
mover = _run_move(land=30, fly=10, destination=(0, 7), cols=12)
assert mover.pos == (0, 0)
# ── 3D flight over ground terrain (airborne creatures) ────────────────────────
#
# SRD "Movement, Position, and Distance" (Terrain and Obstacles): "Flying and
# incorporeal creatures are not hampered by difficult terrain" and "Flying and
# incorporeal creatures are able to avoid most obstacles." An airborne creature
# (fly >= land, ``_is_airborne``) moves on ``Grid.airborne_view``: ground
# difficult terrain costs 1 and cells impassable to walkers (pits) are
# crossable, EXCEPT cells that block line of effect (solid barriers, assumed
# full height) which still stop flight. Walkers are bit-identical. The foe sits
# two rows below the hero's lane so it never threatens the row being crossed.
_LEGEND = {
".": TerrainType(type="floor", move_cost=1),
"T": TerrainType(type="rubble", move_cost=2),
"P": TerrainType(type="pit", move_cost=None),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
def _lane_grid(lane: str) -> Grid:
"""A 3-row grid: the terrain ``lane`` on row 0, floor rows below."""
width = len(lane)
rows = (lane, "." * width, "." * width)
spec = MapSpec(name="lane", terrain=rows, legend=_LEGEND)
return Grid.from_spec(spec)
def _move_on_lane(*, land: int, fly: int | None, lane: str,
destination: tuple[int, int]) -> tuple[int, int]:
"""Hero (row 0, col 0) acts first and takes one ``move`` to ``destination``.
The foe idles at (2, 0), two rows below and never threatening. Returns the
hero's final position.
"""
hero = make_state(
_combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0),
)
foe = make_state(_combatant("foe", land=30), "monsters", (2, 0))
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=destination),)
return _WAIT
eng = CombatEngine(
ScriptedRng([10, 5]), _lane_grid(lane), [hero, foe],
policy=policy, round_cap=1,
)
eng.run()
return eng._states[0].pos
def test_flyer_crosses_rubble_at_normal_cost() -> None:
# Rubble at cols 4-5: the flyer prices every cell at 1, so (0, 9) costs
# 9 cells and is within the 16-cell (fly 80) budget.
assert _move_on_lane(land=30, fly=80, lane="....TT....", destination=(0, 9)) == (0, 9)
def test_walker_still_pays_for_rubble() -> None:
# Same lane, same 10-cell span: a land-30 walker pays 3 + 2*2 + 4 = 11
# cells for (0, 9), beyond its 6-cell budget, so it is rejected in place.
assert _move_on_lane(land=30, fly=None, lane="....TT....", destination=(0, 9)) == (0, 0)
def test_flyer_crosses_pit_impassable_to_walkers() -> None:
# A pit (move_cost None, no blocks_los) at col 3: the flyer avoids the
# obstacle and reaches (0, 7); the walker cannot enter the pit cell.
assert _move_on_lane(land=30, fly=80, lane="...P....", destination=(0, 7)) == (0, 7)
assert _move_on_lane(land=30, fly=None, lane="...P....", destination=(0, 7)) == (0, 0)
def test_flyer_still_stopped_by_wall() -> None:
# A wall column (blocks_los) is a solid barrier assumed full height: it
# stops flight just like walking — no crossing and no detour.
hero = make_state(
_combatant("hero", land=30, fly=80, initiative_mod=2), "players", (0, 0),
)
foe = make_state(_combatant("foe", land=30), "monsters", (2, 7))
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 7)),)
return _WAIT
spec = MapSpec(
name="wall", terrain=("...#....", "...#....", "...#...."), legend=_LEGEND,
)
eng = CombatEngine(
ScriptedRng([10, 5]), Grid.from_spec(spec), [hero, foe],
policy=policy, round_cap=1,
)
eng.run()
assert eng._states[0].pos == (0, 0)
def test_flyer_runs_over_rubble_walker_run_stops() -> None:
# Run is a straight line: an airborne runner is not hampered by the
# rubble; a walker's run stops in front of it (CRB "Difficult Terrain":
# "You can't run or charge across difficult terrain").
def _run(land: int, fly: int | None) -> tuple[int, int]:
hero = make_state(
_combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0),
)
foe = make_state(_combatant("foe", land=30), "monsters", (2, 0))
def policy(_e: CombatEngine, s: CombatantState) -> tuple[Action, ...]:
if s.combatant.id == "hero":
return (Action(kind="run", destination=(0, 9)),)
return _WAIT
eng = CombatEngine(
ScriptedRng([10, 5]), _lane_grid("....TT...."),
[hero, foe], policy=policy, round_cap=1,
)
eng.run()
return eng._states[0].pos
assert _run(30, 80) == (0, 9)
# The walker's run destination lies beyond difficult terrain: the
# reachability verdict and the walked line agree, so the run is rejected
# outright (unreachable_destination) and the walker never starts.
assert _run(30, None) == (0, 0)
def test_flyer_5foot_step_into_rubble() -> None:
# SRD "Take 5-Foot Step": the step is legal only if movement isn't
# hampered by difficult terrain — a flyer's isn't, a walker's is.
def _step(land: int, fly: int | None) -> tuple[int, int]:
hero = make_state(
_combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 3),
)
foe = make_state(_combatant("foe", land=30), "monsters", (2, 0))
def policy(_e: CombatEngine, s: CombatantState) -> tuple[Action, ...]:
if s.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(0, 4)),)
return _WAIT
eng = CombatEngine(
ScriptedRng([10, 5]), _lane_grid("...T...."),
[hero, foe], policy=policy, round_cap=1,
)
eng.run()
return eng._states[0].pos
assert _step(30, 80) == (0, 4)
assert _step(30, None) == (0, 3)
def test_movement_cost_ft_uses_the_air_view() -> None:
# Cost from the hero's cell to the target's anchor: rubble prices at 1 for
# the flyer (8 cells = 40 ft) and at 2 for the walker (13 cells = 65 ft,
# beyond its 30 ft speed so None).
grid = _lane_grid("..TTTTT..")
flyer = make_state(_combatant("flyer", land=30, fly=80), "players", (0, 0))
walker = make_state(_combatant("walker", land=30), "players", (0, 0))
target_foe = make_state(_combatant("target", land=30), "monsters", (0, 8))
eng = CombatEngine(ScriptedRng([]), grid, [flyer, target_foe])
assert eng.movement_cost_ft(flyer, target_foe) == 40
target_walker = make_state(_combatant("target", land=30), "monsters", (0, 8))
eng2 = CombatEngine(ScriptedRng([]), grid, [walker, target_walker])
assert eng2.movement_cost_ft(walker, target_walker) is None
def test_fly_equal_to_land_is_airborne() -> None:
# fly >= land: the budget comes from the fly speed, so the creature flies
# (6-cell budget, rubble priced at 1, (0, 6) reachable).
assert _move_on_lane(land=30, fly=30, lane="....TT....", destination=(0, 6)) == (0, 6)
def test_fly_slower_than_land_walks_and_pays() -> None:
# fly < land: the creature walks (budget = land) and pays the rubble cost
# like any walker — (0, 9) costs 11 cells > the 6-cell budget.
assert _move_on_lane(land=30, fly=10, lane="....TT....", destination=(0, 9)) == (0, 0)
def test_flyer_still_pays_elevation_climb() -> None:
# The elevation layer stores STEP heights, not wall heights, so the
# climbing cost still applies to flight (documented simplification): with
# a 2-cell budget (fly 10 = land 10) the step up onto the higher ledge
# costs 2 and only the flat neighbour is reachable.
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(
name="ledge", terrain=("....", "...."), legend=legend,
elevation=("..1.", "...."),
)
grid = Grid.from_spec(spec)
def _go(destination: tuple[int, int]) -> tuple[int, int]:
hero = make_state(
_combatant("hero", land=10, fly=10, initiative_mod=2), "players", (0, 0),
)
foe = make_state(_combatant("foe", land=30), "monsters", (1, 3))
def policy(_e: CombatEngine, s: CombatantState) -> tuple[Action, ...]:
if s.combatant.id == "hero":
return (Action(kind="move", destination=destination),)
return _WAIT
eng = CombatEngine(
ScriptedRng([10, 5]), grid, [hero, foe], policy=policy, round_cap=1,
)
eng.run()
return eng._states[0].pos
assert _go((0, 2)) == (0, 0)
assert _go((0, 1)) == (0, 1)
def test_airborne_view_preserves_combat_flags() -> None:
# The air view normalizes only the walking cost: solid barriers stay
# impassable (so LoE/cover geometry is untouched by flight), cover flags
# and the elevation layer are preserved.
legend = dict(_LEGEND)
legend["C"] = TerrainType(type="pillar", move_cost=None, cover=True)
spec = MapSpec(
name="flags", terrain=(".TP#C",), legend=legend, elevation=(".1...",),
)
grid = Grid.from_spec(spec)
view = grid.airborne_view()
wall = view.terrain_at((0, 3))
assert wall.blocks_los
assert wall.move_cost is None
pit = view.terrain_at((0, 2))
assert pit.move_cost == 1
assert not pit.blocks_los
assert view.terrain_at((0, 1)).move_cost == 1
pillar = view.terrain_at((0, 4))
assert pillar.move_cost == 1
assert pillar.cover
assert view.elevation_at((0, 1)) == grid.elevation_at((0, 1)) == 1