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).
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@@ -1071,7 +1071,10 @@ def test_aoo_limit_one_per_round() -> None:
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"initiative: guard d20=9+0=9",
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"initiative: dest d20=8+0=8",
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"round 1 guard: AoO vs runner d20=15+5=20 AC 12 -> HIT 3 damage (20->17)",
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"round 1 runner: move (0,0)->(0,1)->(1,2)->(2,3)->(3,3)",
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# 5-10-5 parity: the second diagonal (1,2)->(2,3) now costs 2, so the
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# greedy walk prefers the orthogonal (1,2)->(1,3) detour (both paths
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# total 5 squares; the new one avoids the expensive second diagonal).
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"round 1 runner: move (0,0)->(0,1)->(1,2)->(1,3)->(2,3)->(3,3)",
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"round 1 guard: wait",
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"round 1 dest: wait",
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"battle over: draw after 1 rounds",
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