feat(combat): support variable melee reach for weapons and creature size

This commit is contained in:
2026-09-05 15:10:21 +02:00
parent 7cb3653750
commit 7f57df16a6
2 changed files with 359 additions and 11 deletions
+73 -11
View File
@@ -138,6 +138,17 @@ _SIZE_MODIFIERS: dict[str, int] = {
"medium": 0, "large": 1, "huge": 2, "gargantuan": 4, "colossal": 8, "medium": 0, "large": 1, "huge": 2, "gargantuan": 4, "colossal": 8,
} }
# PF1e natural reach for tall creatures (simplification: no long/quadruped
# distinction). Unknown sizes fall back to 5 ft (the historical behavior).
_SIZE_NATURAL_REACH_FT: dict[str, int] = {
"Small": 5,
"Medium": 5,
"Large": 10,
"Huge": 15,
"Gargantuan": 20,
"Colossal": 30,
}
# Row-major scan order of the 8 adjacent cells, used by reposition. # Row-major scan order of the 8 adjacent cells, used by reposition.
_NEIGHBOR_OFFSETS: tuple[tuple[int, int], ...] = ( _NEIGHBOR_OFFSETS: tuple[tuple[int, int], ...] = (
(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1), (-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1),
@@ -162,6 +173,11 @@ _STEP_DELTAS: tuple[Pos, ...] = (
) )
def _effective_reach_ft(state: CombatantState, weapon: AttackSpec) -> int:
"""Effective melee reach in feet: max of natural size reach and weapon reach."""
return max(_SIZE_NATURAL_REACH_FT.get(state.combatant.size, 5), weapon.reach_ft)
def _bresenham_line(start: Pos, end: Pos) -> list[Pos]: def _bresenham_line(start: Pos, end: Pos) -> list[Pos]:
"""Integer Bresenham line from start to end (exclusive of start, inclusive of end).""" """Integer Bresenham line from start to end (exclusive of start, inclusive of end)."""
r0, c0 = start r0, c0 = start
@@ -547,8 +563,13 @@ class CombatEngine:
return None return None
dist_ft = self._grid.distance(attacker.pos, target.pos) * _SQUARE_FT dist_ft = self._grid.distance(attacker.pos, target.pos) * _SQUARE_FT
for weapon in attacker.usable_attacks(): for weapon in attacker.usable_attacks():
if weapon.kind in ("melee", "touch") and dist_ft <= weapon.reach_ft: if weapon.kind in ("melee", "touch"):
return weapon effective_reach_ft = _effective_reach_ft(attacker, weapon)
if weapon.reach_ft > _SQUARE_FT:
if _SQUARE_FT < dist_ft <= effective_reach_ft:
return weapon
elif dist_ft <= effective_reach_ft:
return weapon
max_increments = ( max_increments = (
_MAX_TOUCH_RANGE_INCREMENTS _MAX_TOUCH_RANGE_INCREMENTS
if weapon.kind == "touch" if weapon.kind == "touch"
@@ -964,13 +985,42 @@ class CombatEngine:
return None return None
def _threatened_squares(self, state: CombatantState) -> frozenset[Pos]: def _threatened_squares(self, state: CombatantState) -> frozenset[Pos]:
"""Squares this combatant threatens with a melee weapon (8 adjacent for 5 ft reach).""" """Squares this combatant threatens with a melee weapon.
Non-reach weapons (reach_ft == 5) threaten the disk of effective reach;
reach weapons (reach_ft > 5) threaten only the ring at exactly their
reach (PF1e reach dead zone). The union over usable melee weapons is
returned.
"""
if not state.active: if not state.active:
return frozenset() return frozenset()
if not any(w.kind == "melee" for w in state.usable_attacks()): melee = [w for w in state.usable_attacks() if w.kind == "melee"]
if not melee:
return frozenset() return frozenset()
threatened: set[Pos] = set()
for weapon in melee:
threatened |= self._weapon_threatened_squares(state, weapon)
return frozenset(threatened)
def _weapon_threatened_squares(self, state: CombatantState, weapon: AttackSpec) -> set[Pos]:
"""Squares one melee weapon threatens: disk for non-reach, ring for reach."""
r, c = state.pos r, c = state.pos
return frozenset((r + dr, c + dc) for dr, dc in _STEP_DELTAS) threatened: set[Pos] = set()
if weapon.reach_ft > _SQUARE_FT:
ring = weapon.reach_ft // _SQUARE_FT
for dr in range(-ring, ring + 1):
for dc in range(-ring, ring + 1):
if self._grid.distance(state.pos, (r + dr, c + dc)) == ring:
threatened.add((r + dr, c + dc))
else:
reach_cells = _effective_reach_ft(state, weapon) // _SQUARE_FT
for dr in range(-reach_cells, reach_cells + 1):
for dc in range(-reach_cells, reach_cells + 1):
if (dr, dc) == (0, 0):
continue
if self._grid.distance(state.pos, (r + dr, c + dc)) <= reach_cells:
threatened.add((r + dr, c + dc))
return threatened
def _enemies_threatening(self, state: CombatantState, pos: Pos) -> list[CombatantState]: def _enemies_threatening(self, state: CombatantState, pos: Pos) -> list[CombatantState]:
"""Active enemies whose threatened squares include pos (in self._states order).""" """Active enemies whose threatened squares include pos (in self._states order)."""
@@ -1111,8 +1161,11 @@ class CombatEngine:
for weapon in state.usable_attacks(): for weapon in state.usable_attacks():
if weapon.kind != "melee": if weapon.kind != "melee":
continue continue
reach_cells = weapon.reach_ft // _SQUARE_FT reach_cells = _effective_reach_ft(state, weapon) // _SQUARE_FT
end = self._charge_end(state, target, reach_cells, max_cells, blocked) min_reach_cells = weapon.reach_ft // _SQUARE_FT if weapon.reach_ft > _SQUARE_FT else 0
end = self._charge_end(
state, target, reach_cells, max_cells, blocked, min_reach_cells=min_reach_cells
)
if end is not None: if end is not None:
return weapon return weapon
return None return None
@@ -1124,6 +1177,8 @@ class CombatEngine:
reach_cells: int, reach_cells: int,
max_cells: int, max_cells: int,
blocked: frozenset[Pos], blocked: frozenset[Pos],
*,
min_reach_cells: int = 0,
) -> Pos | None: ) -> Pos | None:
"""Find the closest square from which ``state`` can melee ``target`` via a charge. """Find the closest square from which ``state`` can melee ``target`` via a charge.
@@ -1133,7 +1188,9 @@ class CombatEngine:
Ties break toward lower distance from state. Ties break toward lower distance from state.
""" """
candidates: list[tuple[int, Pos]] = [] candidates: list[tuple[int, Pos]] = []
for end in self._charge_candidates(target, reach_cells, blocked, state.pos): for end in self._charge_candidates(
target, reach_cells, blocked, state.pos, min_reach_cells
):
path = _bresenham_line(state.pos, end) path = _bresenham_line(state.pos, end)
if len(path) < _CHARGE_MIN_CELLS or len(path) > max_cells: if len(path) < _CHARGE_MIN_CELLS or len(path) > max_cells:
continue continue
@@ -1151,6 +1208,7 @@ class CombatEngine:
reach_cells: int, reach_cells: int,
blocked: frozenset[Pos], blocked: frozenset[Pos],
start: Pos, start: Pos,
min_reach_cells: int = 0,
) -> list[Pos]: ) -> list[Pos]:
"""Squares within reach of target, passable, unoccupied, not the start.""" """Squares within reach of target, passable, unoccupied, not the start."""
tr, tc = target.pos tr, tc = target.pos
@@ -1168,7 +1226,8 @@ class CombatEngine:
continue continue
if end in blocked: if end in blocked:
continue continue
if self._grid.distance(end, target.pos) > reach_cells: dist = self._grid.distance(end, target.pos)
if dist > reach_cells or dist < min_reach_cells:
continue continue
result.append(end) result.append(end)
return result return result
@@ -1194,13 +1253,16 @@ class CombatEngine:
(cleared in ``_take_turn``). Movement during a charge provokes AoOs step-by-step (cleared in ``_take_turn``). Movement during a charge provokes AoOs step-by-step
as for any move action. as for any move action.
""" """
reach_cells = weapon.reach_ft // _SQUARE_FT reach_cells = _effective_reach_ft(attacker, weapon) // _SQUARE_FT
min_reach_cells = weapon.reach_ft // _SQUARE_FT if weapon.reach_ft > _SQUARE_FT else 0
speed_cells = attacker.combatant.speed_land_ft // _SQUARE_FT speed_cells = attacker.combatant.speed_land_ft // _SQUARE_FT
max_cells = 2 * speed_cells max_cells = 2 * speed_cells
blocked = frozenset( blocked = frozenset(
s.pos for s in self._states if s is not attacker and s is not target and s.active s.pos for s in self._states if s is not attacker and s is not target and s.active
) )
end = self._charge_end(attacker, target, reach_cells, max_cells, blocked) end = self._charge_end(
attacker, target, reach_cells, max_cells, blocked, min_reach_cells=min_reach_cells
)
if end is None: if end is None:
return return
path = _bresenham_line(attacker.pos, end) path = _bresenham_line(attacker.pos, end)
+286
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@@ -0,0 +1,286 @@
"""Tests for B5.3: melee reach depends on weapon reach and creature size.
Covers the PF1e reach rules implemented in this phase:
- non-reach weapons (``reach_ft == 5``) threaten the disk of effective reach;
- reach weapons (``reach_ft > 5``) threaten only the ring at exactly their
reach (the PF1e reach dead zone: a longspear cannot hit an adjacent target);
- a Large creature's natural reach (10 ft) extends its non-reach weapons;
- ``weapon_for`` respects the reach dead zone;
- AoOs trigger from ring squares threatened by a reach weapon.
"""
from __future__ import annotations
from pf1e_simulator.combat import Action, CombatantState, CombatEngine
from pf1e_simulator.dice import parse_dice
from pf1e_simulator.grid import Grid
from pf1e_simulator.map import MapSpec, TerrainType
from pf1e_simulator.models import (
AbilityScores,
ACProfile,
AttackSpec,
Combatant,
DamageComponent,
Saves,
)
from pf1e_simulator.rng import ScriptedRng
def make_combatant(
cid: str,
*,
size: str = "Medium",
reach_ft: int = 5,
hp: int = 20,
ac: int = 15,
attack_bonus: int = 5,
speed: int = 30,
) -> Combatant:
"""Build a single-melee-weapon combatant (used by most reach tests)."""
attack = AttackSpec(
id=f"{cid}-w",
name="longspear" if reach_ft > 5 else "short sword",
kind="melee",
attack_bonus=attack_bonus,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
reach_ft=reach_ft,
)
return Combatant(
id=cid,
name=cid,
level=1,
size=size,
abilities=AbilityScores(
str_score=10,
dex_score=10,
con_score=12,
int_score=10,
wis_score=10,
cha_score=10,
),
hp_max=hp,
ac=ACProfile(total=ac, touch=ac, flat_footed=ac),
bab=attack_bonus,
initiative_mod=0,
speed_land_ft=speed,
saves=Saves(fort=0, ref=0, will=0),
attacks=[attack],
)
def make_state(combatant: Combatant, side: str, pos: tuple[int, int]) -> CombatantState:
return CombatantState(combatant=combatant, side=side, pos=pos, hp=combatant.hp_max)
def make_grid() -> Grid:
legend = {".": TerrainType(type="floor", move_cost=1)}
spec = MapSpec(name="test", terrain=tuple(["." * 8] * 8), legend=legend)
return Grid.from_spec(spec)
def make_engine(states: list[CombatantState]) -> CombatEngine:
return CombatEngine(ScriptedRng([]), make_grid(), states)
def _grid_distance(a: tuple[int, int], b: tuple[int, int]) -> int:
"""5-10-5 diagonal distance in squares (mirrors Grid.distance)."""
d_row = abs(a[0] - b[0])
d_col = abs(a[1] - b[1])
return max(d_row, d_col) + min(d_row, d_col) // 2
def _ring(pos: tuple[int, int], radius: int) -> set[tuple[int, int]]:
"""Cells at exactly ``radius`` squares from ``pos`` (5-10-5 distance)."""
r, c = pos
return {
(r + dr, c + dc)
for dr in range(-radius, radius + 1)
for dc in range(-radius, radius + 1)
if (dr, dc) != (0, 0) and _grid_distance(pos, (r + dr, c + dc)) == radius
}
def _disk(pos: tuple[int, int], radius: int) -> set[tuple[int, int]]:
"""Cells within ``radius`` squares of ``pos`` (5-10-5 distance), excluding pos."""
r, c = pos
return {
(r + dr, c + dc)
for dr in range(-radius, radius + 1)
for dc in range(-radius, radius + 1)
if (dr, dc) != (0, 0) and _grid_distance(pos, (r + dr, c + dc)) <= radius
}
def _adjacent(pos: tuple[int, int]) -> set[tuple[int, int]]:
"""The 8 cells adjacent to ``pos``."""
return _disk(pos, 1)
def test_medium_5ft_weapon_threatens_adjacent_only() -> None:
"""A Medium combatant with a 5 ft weapon threatens exactly the 8 adjacent squares."""
fighter = make_combatant("fighter")
state = make_state(fighter, "players", (3, 3))
engine = make_engine([state])
assert engine._threatened_squares(state) == frozenset(_adjacent((3, 3)))
def test_reach_weapon_threatens_ring_not_adjacent() -> None:
"""A longspear (reach 10 ft) threatens the ring at distance 2, not adjacent squares."""
spearman = make_combatant("spearman", reach_ft=10)
state = make_state(spearman, "players", (3, 3))
engine = make_engine([state])
threatened = engine._threatened_squares(state)
assert threatened == frozenset(_ring((3, 3), 2))
assert (3, 2) not in threatened # adjacent orthogonal
assert (3, 4) not in threatened
assert (2, 2) not in threatened # adjacent diagonal
assert (4, 4) not in threatened
def test_sword_plus_reach_weapon_union() -> None:
"""A combatant with a 5 ft sword and a reach weapon threatens disk(1) plus ring(2)."""
sword = AttackSpec(
id="sword",
name="short sword",
kind="melee",
attack_bonus=5,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["slashing"])],
reach_ft=5,
)
spear = AttackSpec(
id="spear",
name="longspear",
kind="melee",
attack_bonus=5,
damage=[DamageComponent(formula=parse_dice("1d6"), types=["piercing"])],
reach_ft=10,
)
combatant = Combatant(
id="dual",
name="dual",
level=1,
size="Medium",
abilities=AbilityScores(
str_score=10,
dex_score=10,
con_score=12,
int_score=10,
wis_score=10,
cha_score=10,
),
hp_max=20,
ac=ACProfile(total=15, touch=15, flat_footed=15),
bab=5,
initiative_mod=0,
speed_land_ft=30,
saves=Saves(fort=0, ref=0, will=0),
attacks=[sword, spear],
)
state = make_state(combatant, "players", (3, 3))
engine = make_engine([state])
assert engine._threatened_squares(state) == frozenset(
_adjacent((3, 3)) | _ring((3, 3), 2)
)
def test_large_creature_sword_threatens_disk_radius_2() -> None:
"""A Large creature (natural reach 10 ft) with a 5 ft sword threatens the disk of radius 2."""
giant = make_combatant("giant", size="Large")
state = make_state(giant, "players", (3, 3))
engine = make_engine([state])
assert engine._threatened_squares(state) == frozenset(_disk((3, 3), 2))
def test_unknown_size_defaults_to_5ft() -> None:
"""An unlisted size falls back to the current 5 ft natural reach."""
weird = make_combatant("weird", size="Weird")
state = make_state(weird, "players", (3, 3))
engine = make_engine([state])
assert engine._threatened_squares(state) == frozenset(_adjacent((3, 3)))
def test_weapon_for_reach_weapon_at_distance_2_not_1() -> None:
"""weapon_for selects a reach weapon at distance 2 but not at distance 1 (dead zone)."""
spearman = make_combatant("spearman", reach_ft=10)
target = make_combatant("target")
attacker = make_state(spearman, "players", (3, 3))
foe_at_ring = make_state(target, "monsters", (3, 5)) # distance 2
engine_ring = make_engine([attacker, foe_at_ring])
weapon = engine_ring.weapon_for(attacker, foe_at_ring)
assert weapon is not None
assert weapon.reach_ft == 10
foe_adjacent = make_state(target, "monsters", (3, 4)) # distance 1
engine_adjacent = make_engine([attacker, foe_adjacent])
assert engine_adjacent.weapon_for(attacker, foe_adjacent) is None
def test_weapon_for_large_creature_sword_at_distance_2() -> None:
"""A Large creature's 5 ft sword is selectable at distance 2 (natural reach 10 ft)."""
giant = make_combatant("giant", size="Large")
target = make_combatant("target")
attacker = make_state(giant, "players", (3, 3))
foe = make_state(target, "monsters", (3, 5)) # distance 2
engine = make_engine([attacker, foe])
weapon = engine.weapon_for(attacker, foe)
assert weapon is not None
assert weapon.reach_ft == 5
def _move_to_dest(engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
"""Test policy: always move toward the 'dest' combatant."""
return (Action(kind="move", target_id="dest"),)
def test_aoo_from_reach_ring() -> None:
"""Moving through a ring square threatened by a longspear provokes an AoO."""
runner = make_combatant("runner", hp=20, ac=12, speed=30)
spearman = make_combatant("spearman", hp=20, ac=15, attack_bonus=5, speed=0, reach_ft=10)
dest = make_combatant("dest", hp=20, ac=15, attack_bonus=0, speed=0)
states = [
make_state(runner, "players", (4, 3)),
make_state(spearman, "monsters", (3, 1)),
make_state(dest, "monsters", (4, 5)),
]
engine = CombatEngine(
ScriptedRng([10, 9, 8, 15, 3, 5]),
make_grid(), states, round_cap=1, policy=_move_to_dest,
)
result = engine.run()
assert result.transcript == (
"initiative: runner d20=10+0=10",
"initiative: spearman d20=9+0=9",
"initiative: dest d20=8+0=8",
"round 1 spearman: AoO vs runner d20=15+5=20 AC 12 -> HIT 3 damage (20->17)",
"round 1 runner: move (4,3)->(3,4)",
"round 1 spearman: wait",
"round 1 dest: wait",
"battle over: draw after 1 rounds",
)
def test_no_aoo_from_adjacent_to_reach_weapon() -> None:
"""A longspear does not threaten adjacent squares: no AoO when leaving one."""
runner = make_combatant("runner", hp=20, ac=12, speed=30)
spearman = make_combatant("spearman", hp=20, ac=15, attack_bonus=5, speed=0, reach_ft=10)
dest = make_combatant("dest", hp=20, ac=15, attack_bonus=0, speed=0)
states = [
make_state(runner, "players", (4, 1)),
make_state(spearman, "monsters", (3, 1)),
make_state(dest, "monsters", (4, 3)),
]
engine = CombatEngine(
ScriptedRng([10, 9, 8, 15, 3, 5]),
make_grid(), states, round_cap=1, policy=_move_to_dest,
)
result = engine.run()
assert result.transcript == (
"initiative: runner d20=10+0=10",
"initiative: spearman d20=9+0=9",
"initiative: dest d20=8+0=8",
"round 1 runner: move (4,1)->(3,2)",
"round 1 spearman: wait",
"round 1 dest: wait",
"battle over: draw after 1 rounds",
)