fix(rules): stop a run from crossing difficult terrain

PF1e CRB 'Movement, Position and Distance - Difficult Terrain': 'You
can't run or charge across difficult terrain.' The run action reused the
move machinery (_descend_path), so it crossed rubble at 2x cost within
the 4x budget. The descent now takes an avoid_difficult option that
refuses every step whose footprint would touch a cell with move cost > 1
(the same rejection charge applies in _charge_path_clear); the run
moves up to the obstacle and stops there (deterministic, documented).
Move and charge behavior are unchanged.

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-09-11 22:16:54 +02:00
parent 4d89305881
commit b453b19be2
3 changed files with 128 additions and 14 deletions
+11 -4
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@@ -693,10 +693,17 @@ Règles modélisées :
s'arrête adjacent à la cible) ou vers une `destination` explicite (U5c), en s'arrête adjacent à la cible) ou vers une `destination` explicite (U5c), en
réutilisant exactement la mécanique de `move` (descente du champ de coût réutilisant exactement la mécanique de `move` (descente du champ de coût
Dijkstra, pas à pas avec provocation d'AoO — courir ne protège pas des Dijkstra, pas à pas avec provocation d'AoO — courir ne protège pas des
AoO). À l'achèvement, le combattant est `running` jusqu'au début de son AoO), **sauf que la course ne traverse pas le terrain difficile**
prochain tour : il **perd son bonus de Dextérité à la CA** (résolu par le (conformance R2 — CRB « Movement, Position and Distance — Difficult
même chemin flat-footed/`denies_dex_to_ac` que les conditions). Une Terrain » : « You can't run or charge across difficult terrain ») : la
`destination` hors budget 4× (ou invalide) est rejetée descente refuse tout pas dont le footprint toucherait une case de coût > 1
(mécanisme `avoid_difficult` de `_descend_path`, symétrique du refus de la
charge dans `_charge_path_clear`) ; le combattant **avance jusqu'à
l'obstacle et s'y arrête** (comportement déterministe, retenu plutôt que
le rejet de l'action). À l'achèvement, le combattant est `running` jusqu'au
début de son prochain tour : il **perd son bonus de Dextérité à la CA**
(résolu par le même chemin flat-footed/`denies_dex_to_ac` que les
conditions). Une `destination` hors budget 4× (ou invalide) est rejetée
(`unreachable_destination`) ; sans cible ni destination, rejet (`unreachable_destination`) ; sans cible ni destination, rejet
(`missing_target`). `default_policy` ne choisit pas la course (disponible (`missing_target`). `default_policy` ne choisit pas la course (disponible
via une politique personnalisée). via une politique personnalisée).
+42 -8
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@@ -3473,10 +3473,16 @@ class CombatEngine:
Reuses the move machinery: the Dijkstra descent toward an explicit Reuses the move machinery: the Dijkstra descent toward an explicit
destination (U5c) or the resolved target, walked step-by-step with destination (U5c) or the resolved target, walked step-by-step with
the usual AoO provocation, under a 4x speed budget. On completion the the usual AoO provocation, under a 4x speed budget. PF1e forbids
combatant is ``running`` until the start of its next turn, which running across difficult terrain (CRB "Movement, Position and
denies it its Dexterity bonus to AC. An explicit destination that Distance — Difficult Terrain": "You can't run or charge across
cannot be honoured within the 4x budget is rejected with difficult terrain"), so the descent refuses every step into a
difficult cell: the run moves up to the obstacle and stops there
(deterministic; the same stop-short tolerance the greedy descent
already applies to any other blockage). On completion the combatant
is ``running`` until the start of its next turn, which denies it its
Dexterity bonus to AC. An explicit destination that cannot be
honoured within the 4x budget is rejected with
``unreachable_destination``; with neither target nor destination the ``unreachable_destination``; with neither target nor destination the
U1 gate rejects the action with ``missing_target``. U1 gate rejects the action with ``missing_target``.
""" """
@@ -3503,13 +3509,16 @@ class CombatEngine:
kind=kind, ok=False, reason=_REASON_UNREACHABLE_DESTINATION kind=kind, ok=False, reason=_REASON_UNREACHABLE_DESTINATION
) )
path = self._descend_path( path = self._descend_path(
state, action.destination, speed_factor=_RUN_SPEED_FACTOR state,
action.destination,
speed_factor=_RUN_SPEED_FACTOR,
avoid_difficult=True,
) )
self._walk_steps(state, path) self._walk_steps(state, path)
state.moved_this_turn = True state.moved_this_turn = True
elif target is not None: elif target is not None:
path = self._descend_path( path = self._descend_path(
state, target.pos, speed_factor=_RUN_SPEED_FACTOR state, target.pos, speed_factor=_RUN_SPEED_FACTOR, avoid_difficult=True
) )
if self._walk_steps(state, path): if self._walk_steps(state, path):
state.moved_this_turn = True state.moved_this_turn = True
@@ -5720,11 +5729,19 @@ class CombatEngine:
return self._descend_path(state, target.pos) return self._descend_path(state, target.pos)
def _descend_path( def _descend_path(
self, state: CombatantState, anchor: Pos, *, speed_factor: int = 1 self,
state: CombatantState,
anchor: Pos,
*,
speed_factor: int = 1,
avoid_difficult: bool = False,
) -> list[Pos]: ) -> list[Pos]:
"""Greedy walk of the anchor over the cost field from ``anchor``. """Greedy walk of the anchor over the cost field from ``anchor``.
``speed_factor`` widens the movement budget (run: 4x speed, U5e). ``speed_factor`` widens the movement budget (run: 4x speed, U5e).
``avoid_difficult`` excludes difficult-terrain cells from the walk
(PF1e: a run cannot cross difficult terrain), so the walk stops in
front of the obstacle.
""" """
speed_mult = self._get_speed_mult(state) speed_mult = self._get_speed_mult(state)
speed_cells = int( speed_cells = int(
@@ -5743,7 +5760,9 @@ class CombatEngine:
current = state.pos current = state.pos
budget = speed_cells budget = speed_cells
while budget > 0: while budget > 0:
best = self._best_move_step(state, current, to_target, budget) best = self._best_move_step(
state, current, to_target, budget, avoid_difficult=avoid_difficult
)
if best is None: if best is None:
break break
_, step_cost, nxt = best _, step_cost, nxt = best
@@ -5758,6 +5777,8 @@ class CombatEngine:
current: Pos, current: Pos,
to_target: dict[Pos, int], to_target: dict[Pos, int],
budget: int, budget: int,
*,
avoid_difficult: bool = False,
) -> tuple[int, int, Pos] | None: ) -> tuple[int, int, Pos] | None:
"""Pick the adjacent anchor that best descends the cost field toward the target.""" """Pick the adjacent anchor that best descends the cost field toward the target."""
current_cost = self._footprint_cost(self._footprint_at(current, state), to_target) current_cost = self._footprint_cost(self._footprint_at(current, state), to_target)
@@ -5770,6 +5791,8 @@ class CombatEngine:
footprint = self._footprint_at(nxt, state) footprint = self._footprint_at(nxt, state)
if not self._cells_free(footprint, state): if not self._cells_free(footprint, state):
continue continue
if avoid_difficult and self._footprint_touches_difficult(footprint):
continue
nxt_cost = self._footprint_cost(footprint, to_target) nxt_cost = self._footprint_cost(footprint, to_target)
if nxt_cost is None or nxt_cost >= current_cost: if nxt_cost is None or nxt_cost >= current_cost:
continue continue
@@ -5781,6 +5804,17 @@ class CombatEngine:
best = (score, step, nxt) best = (score, step, nxt)
return best return best
def _footprint_touches_difficult(self, footprint: frozenset[Pos]) -> bool:
"""True if any footprint cell is difficult terrain (move cost > 1)."""
return any(self._is_difficult_cell(cell) for cell in footprint)
def _is_difficult_cell(self, pos: Pos) -> bool:
"""True for a passable cell whose terrain costs more than one square."""
if not self._grid.in_bounds(pos):
return False
terrain = self._grid.terrain_at(pos)
return terrain.move_cost is not None and terrain.move_cost > 1
def _flee_path(self, state: CombatantState, threat: CombatantState) -> list[Pos]: def _flee_path(self, state: CombatantState, threat: CombatantState) -> list[Pos]:
"""Movement path away from ``threat``, up to double speed. """Movement path away from ``threat``, up to double speed.
+75 -2
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@@ -117,6 +117,16 @@ def _open_grid(size: int = 16) -> Grid:
return Grid.from_spec(spec) return Grid.from_spec(spec)
def _rubble_row_grid(size: int = 16, row: int = 5) -> Grid:
"""Open grid whose single ``row`` is rubble (difficult terrain, cost 2)."""
terrain = tuple("." * size if r != row else "~" * size for r in range(size))
legend = {
".": TerrainType(type="floor", move_cost=1),
"~": TerrainType(type="rubble", move_cost=2),
}
return Grid.from_spec(MapSpec(name="rubble", terrain=terrain, legend=legend))
# ── (a) aid (attack): +2 on the ally's next attack, consumed one-shot ──────── # ── (a) aid (attack): +2 on the ally's next attack, consumed one-shot ────────
@@ -334,9 +344,72 @@ def test_run_toward_target_outreaches_normal_move() -> None:
assert grid.distance(run_hero.pos, foe.pos) < grid.distance(move_hero.pos, foe2.pos) assert grid.distance(run_hero.pos, foe.pos) < grid.distance(move_hero.pos, foe2.pos)
# ── (d2) R2: a run cannot cross difficult terrain ────────────────────────────
def test_run_stops_before_difficult_terrain_toward_target() -> None:
"""Given: hero at (0,0), a rubble row across row 3, foe beyond it at (6,0)
When: hero runs (4x speed = 24 cells, far beyond the 3-cell obstacle)
Then: hero stops in front of the rubble and never enters it (CRB: "You
can't run or charge across difficult terrain")."""
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="run", target_id="foe"),)
return _WAIT
grid = _rubble_row_grid(size=8, row=3)
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (6, 0))
eng = _duo(policy, [10, 5], round_cap=1, hero=hero, foe=foe, grid=grid)
eng.run()
# The footprint never touches the rubble row, and the run stopped at it.
assert all(cell[0] != 3 for cell in eng._states[0].occupied_cells())
assert eng._states[0].pos == (2, 0)
def test_run_stops_before_difficult_terrain_to_destination() -> None:
"""Given: the same rubble row
When: hero runs to an explicit destination beyond it
Then: the descent stops in front of the rubble (the destination is
reachable in budget, but the run cannot cross — it moves up to the
obstacle and stops)."""
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="run", destination=(6, 0)),)
return _WAIT
grid = _rubble_row_grid(size=8, row=3)
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
# The default foe sits at (0, 1), adjacent to the start: the run walks
# out of its threatened disk and provokes one (missed) AoO.
eng = _duo(policy, [10, 5, 1, 1], round_cap=1, hero=hero, grid=grid)
result = eng.run()
assert eng._states[0].pos == (2, 0)
assert "round 1 hero: run" in result.transcript
def test_move_can_enter_difficult_terrain_but_run_cannot() -> None:
"""Contrast: the same 3-cell geometry with `move` (6-cell budget) pays the
2x cost and DOES enter the rubble row — only the run refuses it."""
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", target_id="foe"),)
return _WAIT
grid = _rubble_row_grid(size=8, row=3)
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", (6, 0))
eng = _duo(policy, [10, 5], round_cap=1, hero=hero, foe=foe, grid=grid)
eng.run()
# Move: (0,0)->(1,0)->(2,0) then the rubble step costs 2 of the 6-cell
# budget, so it crosses: the hero ends beyond row 3.
assert eng._states[0].pos[0] > 3
# ── (e) a running combatant loses its Dex bonus to AC ──────────────────────── # ── (e) a running combatant loses its Dex bonus to AC ────────────────────────
def test_running_combatant_is_denied_dex_to_ac() -> None: def test_running_combatant_is_denied_dex_to_ac() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero": if state.combatant.id == "hero":