feat(combat): use fly speed for movement
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.
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@@ -0,0 +1,222 @@
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"""V4: movement uses the best of land and fly speed.
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The engine budgets every movement action (move, 5-foot step toward a target,
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charge at 2x, withdraw at 2x, run at 4x) from ``_speed_ft(state)`` — the
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maximum of the creature's ``speed_land_ft`` and ``speed_fly_ft`` (a missing
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fly speed counts as 0, so a land-only creature is unchanged). Simplification:
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a creature that has a fly speed is assumed to use it, but flying OVER
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obstacles or difficult terrain is NOT modeled — the grid's passability and
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terrain costs still apply to the whole budget. The observation snapshot adds
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an additive ``speed_effective_ft`` key; ``speed_land_ft``/``speed_fly_ft`` are
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kept as-is.
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"""
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from __future__ import annotations
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from collections.abc import Callable
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from pf1e_simulator.combat import (
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Action,
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CombatantState,
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CombatEngine,
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)
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from pf1e_simulator.dice import parse_dice
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from pf1e_simulator.grid import Grid
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from pf1e_simulator.map import MapSpec, TerrainType
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from pf1e_simulator.models import (
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AbilityScores,
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ACProfile,
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AttackSpec,
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Combatant,
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DamageComponent,
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Saves,
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)
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from pf1e_simulator.rng import ScriptedRng
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from tests.test_observation_enriched import make_state
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PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
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_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
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def _combatant(
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id_: str, *, land: int, fly: int | None = None, initiative_mod: int = 0
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) -> Combatant:
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return Combatant(
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id=id_,
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name=id_,
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level=1,
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abilities=AbilityScores(
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str_score=10, dex_score=10, con_score=10,
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int_score=10, wis_score=10, cha_score=10,
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),
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ac=ACProfile(total=10, touch=10, flat_footed=10),
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bab=1,
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initiative_mod=initiative_mod,
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speed_land_ft=land,
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speed_fly_ft=fly,
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hp_max=100,
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saves=Saves(fort=0, ref=0, will=0),
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attacks=[
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AttackSpec(
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id=f"{id_}-sword",
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name="short sword",
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kind="melee",
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attack_bonus=5,
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damage=[
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DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
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],
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)
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],
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)
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def _corridor(cols: int) -> Grid:
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"""A single-row open floor of ``cols`` cells (all move_cost 1)."""
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legend = {".": TerrainType(type="floor", move_cost=1)}
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spec = MapSpec(name="corridor", terrain=("." * cols,), legend=legend)
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return Grid.from_spec(spec)
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def _run_move(
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*, land: int, fly: int | None, destination: tuple[int, int], cols: int,
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) -> CombatantState:
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"""Hero acts first, takes a single ``move`` to ``destination``; foe idles
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far down the corridor (never threatens). Returns the hero state."""
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hero = make_state(
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_combatant("hero", land=land, fly=fly, initiative_mod=2),
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"players",
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(0, 0),
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)
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foe = make_state(_combatant("foe", land=30), "monsters", (0, cols - 1))
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def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "hero":
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return (Action(kind="move", destination=destination),)
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return _WAIT
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eng = CombatEngine(
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ScriptedRng([10, 5]), _corridor(cols), [hero, foe],
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policy=policy, round_cap=1,
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)
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eng.run()
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return eng._states[0]
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# ── (a) a land-only creature moves at its land speed (unchanged) ──────────────
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def test_land_only_creature_uses_land_speed() -> None:
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# speed 30 ft = 6 cells; (0, 6) is exactly reachable, (0, 7) is not.
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hero = _run_move(land=30, fly=None, destination=(0, 6), cols=12)
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assert hero.pos == (0, 6)
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hero = _run_move(land=30, fly=None, destination=(0, 7), cols=12)
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assert hero.pos == (0, 0)
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# ── (b) a fly 80 / land 30 creature moves up to 80 ft (16 cells) ──────────────
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def test_flyer_moves_farther_than_land_only() -> None:
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# fly 80 ft = 16 cells: (0, 16) is within the move budget.
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flyer = _run_move(land=30, fly=80, destination=(0, 16), cols=20)
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assert flyer.pos == (0, 16)
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# A land-only creature cannot reach the same cell this turn.
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crawler = _run_move(land=30, fly=None, destination=(0, 16), cols=20)
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assert crawler.pos == (0, 0)
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assert _corridor(20).distance(flyer.pos, (0, 0)) > _corridor(20).distance(
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crawler.pos, (0, 0)
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)
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# ── (c) charge uses 2x the effective speed; run uses 4x ──────────────────────
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def test_charge_budget_is_double_the_fly_speed() -> None:
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# fly 80 -> charge up to 2x16 = 32 cells; the foe at (0, 20) is chargeable.
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flyer = make_state(
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_combatant("hero", land=30, fly=80), "players", (0, 0)
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)
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eng = CombatEngine(
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ScriptedRng([]), _corridor(24),
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[flyer, make_state(_combatant("foe", land=30), "monsters", (0, 20))],
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)
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result = eng.can_charge(flyer, eng._states[1])
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assert result is not None
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assert result.weapon is not None
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assert result.reason is None
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# A land-only creature (max 2x6 = 12 cells) cannot reach (0, 20).
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crawler = make_state(_combatant("hero", land=30), "players", (0, 0))
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foe2 = make_state(_combatant("foe", land=30), "monsters", (0, 20))
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eng2 = CombatEngine(ScriptedRng([]), _corridor(24), [crawler, foe2])
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result2 = eng2.can_charge(crawler, foe2)
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assert result2 is not None
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assert result2.reason == "no_charge_path"
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def test_run_budget_is_four_times_the_fly_speed() -> None:
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# fly 80 -> run 4x16 = 64 cells; (0, 40) is reachable by running.
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hero = make_state(
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_combatant("hero", land=30, fly=80, initiative_mod=2), "players", (0, 0)
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)
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foe = make_state(_combatant("foe", land=30), "monsters", (0, 63))
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def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
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if state.combatant.id == "hero":
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return (Action(kind="run", destination=(0, 40)),)
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return _WAIT
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eng = CombatEngine(
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ScriptedRng([10, 5]), _corridor(64), [hero, foe],
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policy=policy, round_cap=1,
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)
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eng.run()
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assert eng._states[0].pos == (0, 40)
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# A land-only creature (run 4x6 = 24 cells) cannot reach (0, 40).
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crawler = make_state(
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_combatant("hero", land=30, fly=None, initiative_mod=2), "players", (0, 0)
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)
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foe2 = make_state(_combatant("foe", land=30), "monsters", (0, 63))
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eng2 = CombatEngine(
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ScriptedRng([10, 5]), _corridor(64), [crawler, foe2],
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policy=policy, round_cap=1,
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)
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eng2.run()
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assert eng2._states[0].pos == (0, 0)
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# ── (d) the snapshot exposes speed_effective_ft ───────────────────────────────
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def test_snapshot_exposes_speed_effective_ft() -> None:
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flyer = make_state(_combatant("flyer", land=30, fly=80), "players", (0, 0))
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land_only = make_state(_combatant("walker", land=30), "monsters", (0, 3))
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eng = CombatEngine(ScriptedRng([]), _corridor(8), [flyer, land_only])
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obs = eng._build_observation(flyer).to_dict()
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by_id = {c["id"]: c for c in obs["combatants"]}
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assert by_id["flyer"]["speed_effective_ft"] == 80
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assert by_id["flyer"]["speed_land_ft"] == 30
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assert by_id["flyer"]["speed_fly_ft"] == 80
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assert by_id["walker"]["speed_effective_ft"] == 30
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assert by_id["walker"]["speed_fly_ft"] is None
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# ── (e) a fly speed lower than land falls back to land (max) ──────────────────
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def test_fly_lower_than_land_uses_land() -> None:
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hero = make_state(_combatant("hero", land=30, fly=10), "players", (0, 0))
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foe = make_state(_combatant("foe", land=30), "monsters", (0, 7))
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eng = CombatEngine(ScriptedRng([]), _corridor(8), [hero, foe])
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obs = eng._build_observation(hero).to_dict()
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by_id = {c["id"]: c for c in obs["combatants"]}
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assert by_id["hero"]["speed_effective_ft"] == 30
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# Movement still uses the 30 ft land budget (6 cells), not the 10 ft fly.
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mover = _run_move(land=30, fly=10, destination=(0, 6), cols=12)
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assert mover.pos == (0, 6)
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mover = _run_move(land=30, fly=10, destination=(0, 7), cols=12)
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assert mover.pos == (0, 0)
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@@ -157,9 +157,14 @@ class TestGoldenCombats:
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self._assert_deterministic_goblin("oni")
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def test_harvie_vs_goblin(self):
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"""Harvie (Animal Companion) vs Goblin - the goblin wins."""
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"""Harvie (Animal Companion, flying) vs Goblin - Harvie wins.
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Updated (V4): Harvie has speed_land_ft 10 / speed_fly_ft 80; movement now
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uses the best of land/fly speed, so Harvie flies at 80 ft and wins (the
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previous expectation pinned him crawling at 10 ft).
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"""
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result, transcript = run_golden("harvie")
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assert result.winner == "monsters"
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assert result.winner == "players"
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assert result.rounds >= 1
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self._assert_deterministic_goblin("harvie")
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