feat(observation): expose attack failure reasons

This commit is contained in:
2026-09-10 13:57:34 +02:00
parent 8f3bd0d0e0
commit 6abd29cbc5
4 changed files with 303 additions and 6 deletions
+40 -5
View File
@@ -576,8 +576,9 @@ class Action:
# Normalized action-result reason vocabulary. U1 emits ok, unsupported_kind,
# missing_target and the downgraded:* reasons; no_weapon, out_of_range,
# no_line_of_effect, no_slot and insufficient_resource are declared here for
# the deeper execution-feedback package (U6b). U3 adds delayed /
# no_line_of_effect are reused by U6b to explain, per pair, why an attack or
# a charge is unavailable. no_slot and insufficient_resource are declared
# here for the deeper execution-feedback package. U3 adds delayed /
# already_delayed for the delay action. U4 adds ready for the ready action.
# U5b adds not_prone / already_prone for the prone actions. U5c adds
# unreachable_destination for move / 5foot_step with an explicit destination.
@@ -604,6 +605,9 @@ _REASON_NOT_PRONE = "not_prone"
_REASON_ALREADY_PRONE = "already_prone"
_REASON_UNREACHABLE_DESTINATION = "unreachable_destination"
_REASON_WEAPON_UNAVAILABLE = "weapon_unavailable"
_REASON_NO_WEAPON = "no_weapon"
_REASON_OUT_OF_RANGE = "out_of_range"
_REASON_NO_LINE_OF_EFFECT = "no_line_of_effect"
# Action kinds that are declared but have no engine dispatch (U1 surfaces
# them as explicit rejections instead of silent no-ops).
@@ -1016,6 +1020,16 @@ class CombatEngine:
charge = self.can_charge(state, target)
can_charge = charge is not None and charge.weapon is not None
occupied = state.occupied_cells()
line_of_effect = has_line_of_effect_cells(
self._grid, occupied, target.occupied_cells()
)
weapon_reason = self._weapon_failure_reason(
state, weapon, line_of_effect=line_of_effect
)
charge_reason: str | None = None
if not can_charge:
# can_charge() returns None only when no melee weapon is usable.
charge_reason = charge.reason if charge is not None else _REASON_NO_WEAPON
target_threatens_me = bool(
target.active
and any(w.kind == "melee" for w in target.usable_attacks())
@@ -1044,12 +1058,12 @@ class CombatEngine:
"target_index": self._states.index(target),
"distance_ft": distance_ft,
"weapon_for": weapon_name,
"weapon_reason": weapon_reason,
"range_penalty": range_penalty,
"can_charge": can_charge,
"charge_reason": charge_reason,
"can_step5_to_attack": self.can_step5_to_attack(state, target),
"has_line_of_effect": has_line_of_effect_cells(
self._grid, state.occupied_cells(), target.occupied_cells()
),
"has_line_of_effect": line_of_effect,
"flanking": self._flanking_bonus(state, target) > 0,
"movement_cost_ft": self.movement_cost_ft(state, target),
"target_threatens_me": target_threatens_me,
@@ -1057,6 +1071,27 @@ class CombatEngine:
"cover_bonus": cover_bonus,
}
def _weapon_failure_reason(
self,
attacker: CombatantState,
weapon: AttackSpec | None,
*,
line_of_effect: bool,
) -> str | None:
"""Why ``weapon_for`` found no weapon against a target, or None if it did.
U6b: the cause is drawn from the ``ACTION_RESULT_REASONS`` vocabulary
— no usable weapon at all, no line of effect, or every usable weapon
out of range — so a policy learns which obstacle to remove.
"""
if weapon is not None:
return None
if not attacker.usable_attacks():
return _REASON_NO_WEAPON
if not line_of_effect:
return _REASON_NO_LINE_OF_EFFECT
return _REASON_OUT_OF_RANGE
def _take_turn(self, state: CombatantState) -> bool:
"""Execute one combatant's full turn; return True if the battle is over."""
self._decrement_durations(state)