feat(combat): allow explicit movement destinations

This commit is contained in:
2026-09-10 13:21:54 +02:00
parent 468c22ff57
commit b91e1ac215
3 changed files with 446 additions and 24 deletions
+12
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@@ -385,6 +385,18 @@ Règles modélisées :
coût Dijkstra depuis la cible, diagonales 5-10-5), en s'arrêtant adjacent à
l'ennemi le plus proche — les combattants contournent les murs au lieu
d'osciller contre eux.
Destination explicite : `Action(kind="move", destination=(r, c))` et
`Action(kind="5foot_step", destination=(r, c))` déplacent le combattant vers
la case `(r, c)` désignée (monter au couvert, quitter un défilé, se
désengager) au lieu de auto-diriger vers `target_id`. Pour `move`, la case
doit être praticable, libre et atteignable dans le budget de vitesse (sinon
rejet `unreachable_destination`) ; le trajet réutilise la mécanique pas à pas
avec provocation d'AoO. Pour `5foot_step`, la case doit être exactement
adjacente (sinon `unreachable_destination`) et le pas ne provoque jamais
d'AoO. Sans `destination`, le comportement auto-dirigé est inchangé ; avec
`target_id` et `destination` absents, rejet `missing_target` (U1).
`default_policy` ne choisit pas de destination (disponible via une politique
personnalisée).
- Tailles et occupation multi-cases : une créature occupe un footprint carré à
son ancre (`pos`) selon sa taille — Small/Medium 1×1, Large 2×2, Huge 3×3,
Gargantuan 4×4, Colossal 6×6 (taille inconnue → 1×1). Distance, ligne
+145 -24
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@@ -540,7 +540,10 @@ class Action:
``fight_defensively`` also takes -4 on its attacks. ``stand_up`` is a move
action ending the prone condition (it provokes an AoO from each enemy
threatening the combatant); ``drop_prone`` is a free action going prone
until the combatant stands up.
until the combatant stands up. ``move`` and ``5foot_step`` accept an
explicit ``destination`` cell ``(row, col)``: with one they walk to that
cell instead of auto-pathing toward ``target_id`` (the 5-foot step's
destination must be exactly one cell away).
"""
kind: Literal[
@@ -563,6 +566,7 @@ class Action:
trick_condition: TrickCondition | None = None # dirty trick condition choice
weapon_id: str | None = None # weapon id for retrieve_weapon / repair_weapon
ready_trigger: ReadyTrigger | None = None # ready action trigger event
destination: tuple[int, int] | None = None # explicit (row, col) cell for move / 5foot_step
# Normalized action-result reason vocabulary. U1 emits ok, unsupported_kind,
@@ -570,13 +574,14 @@ class Action:
# no_line_of_effect, no_slot and insufficient_resource are declared here for
# the deeper execution-feedback package (U6b). 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.
# U5b adds not_prone / already_prone for the prone actions. U5c adds
# unreachable_destination for move / 5foot_step with an explicit destination.
ACTION_RESULT_REASONS: frozenset[str] = frozenset({
"ok", "unsupported_kind", "missing_target", "no_weapon", "out_of_range",
"no_line_of_effect", "no_slot", "insufficient_resource",
"downgraded:staggered", "downgraded:nauseated",
"delayed", "already_delayed", "ready",
"not_prone", "already_prone",
"not_prone", "already_prone", "unreachable_destination",
})
_REASON_OK = "ok"
_REASON_UNSUPPORTED_KIND = "unsupported_kind"
@@ -589,12 +594,14 @@ _REASON_ALREADY_DELAYED = "already_delayed"
_REASON_READY = "ready"
_REASON_NOT_PRONE = "not_prone"
_REASON_ALREADY_PRONE = "already_prone"
_REASON_UNREACHABLE_DESTINATION = "unreachable_destination"
# Action kinds that are declared but have no engine dispatch (U1 surfaces
# them as explicit rejections instead of silent no-ops).
_UNSUPPORTED_ACTION_KINDS: frozenset[str] = frozenset({"swift", "free", "full_round"})
# Action kinds whose helper is a silent no-op (or worse) without a resolved
# target; _execute rejects them up front with missing_target instead.
# move / 5foot_step are exempt when an explicit destination is provided (U5c).
_TARGET_REQUIRED_ACTION_KINDS: frozenset[str] = frozenset({
"attack", "full_attack", "charge", "withdraw", "move", "5foot_step",
"cast_spell", "maneuver",
@@ -2430,20 +2437,37 @@ class CombatEngine:
kind=kind, ok=False, reason=_REASON_UNSUPPORTED_KIND
)
target = next((s for s in self._states if s.combatant.id == action.target_id), None)
if target is None and kind in _TARGET_REQUIRED_ACTION_KINDS:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"{kind} rejected ({_REASON_MISSING_TARGET})"
)
return ActionResult(kind=kind, ok=False, reason=_REASON_MISSING_TARGET)
rejection = self._target_rejection(state, kind, target, action)
if rejection is not None:
return rejection
if kind == "delay":
return self._execute_delay(state, target, action)
if kind == "ready":
return self._execute_ready(state, action)
if kind in ("total_defense", "fight_defensively", "stand_up", "drop_prone"):
return self._execute_self_action(state, kind)
self._dispatch_action(state, target, action)
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
override = self._dispatch_action(state, target, action)
return override if override is not None else ActionResult(
kind=kind, ok=True, reason=_REASON_OK
)
def _target_rejection(
self,
state: CombatantState,
kind: str,
target: CombatantState | None,
action: Action,
) -> ActionResult | None:
"""U1 missing-target gate; move/5foot_step accept a destination instead (U5c)."""
if target is not None or kind not in _TARGET_REQUIRED_ACTION_KINDS:
return None
if kind in ("move", "5foot_step") and action.destination is not None:
return None
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"{kind} rejected ({_REASON_MISSING_TARGET})"
)
return ActionResult(kind=kind, ok=False, reason=_REASON_MISSING_TARGET)
def _execute_delay(
self, state: CombatantState, target: CombatantState | None, action: Action
@@ -2597,8 +2621,13 @@ class CombatEngine:
def _dispatch_action(
self, state: CombatantState, target: CombatantState | None, action: Action
) -> None:
"""Route a validated action to its execution helper."""
) -> ActionResult | None:
"""Route a validated action to its execution helper.
Returns an explicit rejection when a destination-bearing movement
cannot be honoured (U5c); None means the helper ran and the caller
reports ok.
"""
kind = action.kind
if kind == "cast_spell":
self._execute_cast_spell(state, target, action.spell_name)
@@ -2622,7 +2651,8 @@ class CombatEngine:
elif kind == "immediate":
self._execute_immediate(state, target, action)
else:
self._execute_movement(state, target, kind)
return self._execute_movement(state, target, action)
return None
def _execute_class_ability(
self, state: CombatantState, target: CombatantState | None, action: Action
@@ -2643,21 +2673,32 @@ class CombatEngine:
self._execute_inspire_courage(state, target)
def _execute_movement(
self, state: CombatantState, target: CombatantState | None, kind: str
) -> None:
"""Execute a movement-style action (5foot_step, move, wait)."""
self, state: CombatantState, target: CombatantState | None, action: Action
) -> ActionResult | None:
"""Execute a movement-style action (5foot_step, move, wait).
With an explicit destination, move/5foot_step walk to that cell and
report unreachable_destination when it cannot be honoured (U5c);
without one they auto-path toward the target as before.
"""
kind = action.kind
if kind == "5foot_step":
if action.destination is not None:
return self._step5_to(state, action.destination)
if target is None:
return
return None
self._step5(state, target)
elif kind == "move":
if action.destination is not None:
return self._move_to(state, action.destination)
if target is None:
return
return None
self._move(state, target)
elif kind == "wait":
self._log(f"round {self._current_round} {state.combatant.id}: wait")
elif kind == "activate_power_attack":
self._execute_activate_power_attack(state)
return None
def _execute_immediate(
self, state: CombatantState, target: CombatantState | None, action: Action
@@ -4145,6 +4186,33 @@ class CombatEngine:
f"5ft step ({start[0]},{start[1]})->({path[0][0]},{path[0][1]})"
)
def _step5_to(self, state: CombatantState, destination: Pos) -> ActionResult:
"""5-foot step to an explicit adjacent cell — never provokes (U5c)."""
kind = "5foot_step"
if state.moved_this_turn:
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
if self.has_condition_flag(state, "cant_move"):
self._log(f"round {self._current_round} {state.combatant.id}: wait (cannot move)")
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
adjacent = self._grid.distance(state.pos, destination) == 1
free = self._cells_free(self._footprint_at(destination, state), state)
if not adjacent or not free:
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"{kind} rejected ({_REASON_UNREACHABLE_DESTINATION})"
)
return ActionResult(
kind=kind, ok=False, reason=_REASON_UNREACHABLE_DESTINATION
)
start = state.pos
state.pos = destination
state.moved_this_turn = True
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"5ft step ({start[0]},{start[1]})->({destination[0]},{destination[1]})"
)
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
def _move(self, state: CombatantState, target: CombatantState) -> None:
if state.moved_this_turn:
return
@@ -4153,6 +4221,58 @@ class CombatEngine:
return
path = self._move_path(state, target)
start = state.pos
actual_path = self._walk_steps(state, path)
if actual_path:
state.moved_this_turn = True
coords = "->".join(f"({p[0]},{p[1]})" for p in (start, *actual_path))
self._log(f"round {self._current_round} {state.combatant.id}: move {coords}")
def _move_to(self, state: CombatantState, destination: Pos) -> ActionResult:
"""Move action to an explicit cell within speed (U5c).
Validated against the Dijkstra cost field from the combatant's position
under its speed budget; walked step-by-step with the same AoO
machinery as the auto-pathed move.
"""
kind = "move"
if state.moved_this_turn:
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
if self.has_condition_flag(state, "cant_move"):
self._log(f"round {self._current_round} {state.combatant.id}: wait (cannot move)")
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
if not self._destination_reachable(state, destination):
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"{kind} rejected ({_REASON_UNREACHABLE_DESTINATION})"
)
return ActionResult(
kind=kind, ok=False, reason=_REASON_UNREACHABLE_DESTINATION
)
path = self._descend_path(state, destination)
self._walk_steps(state, path)
state.moved_this_turn = True
self._log(
f"round {self._current_round} {state.combatant.id}: "
f"move -> ({destination[0]},{destination[1]})"
)
return ActionResult(kind=kind, ok=True, reason=_REASON_OK)
def _destination_reachable(self, state: CombatantState, destination: Pos) -> bool:
"""True when destination is passable, unoccupied and within this speed."""
speed_cells = int(
state.combatant.speed_land_ft // _SQUARE_FT * self._get_speed_mult(state)
)
if speed_cells <= 0:
return destination == state.pos
if not self._cells_free(self._footprint_at(destination, state), state):
return False
field = self._grid.reachable(state.pos, speed_cells, self._blocked(state))
return destination in field
def _walk_steps(
self, state: CombatantState, path: list[Pos]
) -> list[Pos]:
"""Walk a precomputed path cell by cell, resolving AoOs and reactions."""
actual_path: list[Pos] = []
for step in path:
if self._check_move_aoo(state):
@@ -4164,10 +4284,7 @@ class CombatEngine:
self._check_reactions(ReactionEvent(kind="movement_step", actor=state))
if not state.active:
break
if actual_path:
state.moved_this_turn = True
coords = "->".join(f"({p[0]},{p[1]})" for p in (start, *actual_path))
self._log(f"round {self._current_round} {state.combatant.id}: move {coords}")
return actual_path
def _move_path(self, state: CombatantState, target: CombatantState) -> list[Pos]:
"""Full movement path toward the target, up to the combatant's speed.
@@ -4175,12 +4292,16 @@ class CombatEngine:
Greedy walk of the anchor over the Dijkstra cost field from the target,
requiring the whole footprint to fit at each step.
"""
return self._descend_path(state, target.pos)
def _descend_path(self, state: CombatantState, anchor: Pos) -> list[Pos]:
"""Greedy walk of the anchor over the cost field from ``anchor``."""
speed_mult = self._get_speed_mult(state)
speed_cells = int(state.combatant.speed_land_ft // _SQUARE_FT * speed_mult)
if speed_cells <= 0:
return []
blocked = self._blocked(state)
to_target = self._grid.reachable(target.pos, None, blocked)
to_target = self._grid.reachable(anchor, None, blocked)
if self._footprint_cost(state.occupied_cells(), to_target) is None:
return []
path: list[Pos] = []
+289
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@@ -0,0 +1,289 @@
"""Explicit movement destinations (Package U5c).
``move`` and ``5foot_step`` accept ``Action.destination`` — a ``(row, col)``
cell. With a destination the combatant walks to THAT cell (validated against
the Dijkstra cost field under its speed budget, with the usual occupied-cell
blocking) instead of auto-pathing toward ``target_id``; the step-by-step walk
reuses the same AoO machinery as the auto-pathed move. A ``5foot_step``
destination must be exactly one cell away and never provokes. Rejections
(out of bounds, impassable, occupied, beyond speed, non-adjacent) report
``unreachable_destination``. Without a destination both kinds behave exactly
as before, and the U1 ``missing_target`` rule still applies when neither a
target nor a destination is given.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
ACTION_RESULT_REASONS,
Action,
ActionResult,
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
from tests.test_observation_enriched import make_grid, make_state
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _combatant(id_: str, *, initiative_mod: int = 0) -> Combatant:
return Combatant(
id=id_,
name=id_,
level=1,
abilities=AbilityScores(
str_score=10, dex_score=10, con_score=10,
int_score=10, wis_score=10, cha_score=10,
),
ac=ACProfile(total=10, touch=10, flat_footed=10),
bab=1,
initiative_mod=initiative_mod,
speed_land_ft=30,
hp_max=100,
saves=Saves(fort=0, ref=0, will=0),
attacks=[
AttackSpec(
id=f"{id_}-sword",
name="short sword",
kind="melee",
attack_bonus=5,
damage=[
DamageComponent(formula=parse_dice("1d6"), types=["slashing"])
],
)
],
)
def _wall_grid() -> Grid:
"""Open 8x8 floor with a wall column segment at (0, 2)."""
rows = [".." + "#" + "." * 5] + ["." * 8] * 7
legend = {
".": TerrainType(type="floor", move_cost=1),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
spec = MapSpec(name="walls", terrain=tuple(rows), legend=legend)
return Grid.from_spec(spec)
def _hero_vs_foe(
policy: PolicyFn, rng: list[int], round_cap: int, *, foe_pos: tuple[int, int],
grid: Grid | None = None,
) -> CombatEngine:
"""hero (acts first) at (0, 0); foe at ``foe_pos``; scripted rolls."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", foe_pos)
return CombatEngine(
ScriptedRng(rng), grid or make_grid(), [hero, foe],
policy=policy, round_cap=round_cap,
)
# ── (a) move to a specific free cell off the auto-path ────────────────────────
def test_move_to_destination_off_the_enemy_path() -> None:
# Foe at (0, 4): the auto-path would walk hero along row 0 toward (0, 3).
# The destination (3, 0) is NOT on that path — hero must go there instead.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(3, 0)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
hero = eng._states[0]
assert hero.pos == (3, 0)
assert "round 1 hero: move -> (3,0)" in t
assert not any("move (0,0)->" in line for line in t)
assert hero.last_action_results == [
ActionResult(kind="move", ok=True, reason="ok")
]
def test_move_destination_walk_uses_aoo_machinery() -> None:
# Foe at (1, 1) threatens (0, 0): the first step away provokes an AoO
# (d20 1 + 5 = 6 vs AC 10 -> MISS) resolved before leaving the square.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(3, 0)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5, 1], round_cap=1, foe_pos=(1, 1))
t = eng.run().transcript
assert eng._states[0].pos == (3, 0)
assert "round 1 foe: AoO vs hero d20=1+5=6 AC 10 -> MISS" in t
lines = "\n".join(t)
assert lines.index("AoO vs hero") < lines.index("round 1 hero: move -> (3,0)")
assert eng._aoo_used == {"foe": 1}
# ── (b) out-of-bounds / impassable / occupied destinations ────────────────────
def test_out_of_bounds_destination_is_unreachable() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(99, 99)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=False, reason="unreachable_destination")
]
assert "unreachable_destination" in ACTION_RESULT_REASONS
def test_impassable_destination_is_unreachable() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 2)),)
return _WAIT
eng = _hero_vs_foe(
policy, [10, 5], round_cap=1, foe_pos=(0, 4), grid=_wall_grid()
)
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
def test_occupied_destination_is_unreachable() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 4)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
# ── (c) destination beyond the speed budget ───────────────────────────────────
def test_destination_beyond_speed_budget_is_unreachable() -> None:
# speed 30 ft = 6 cells; (0, 7) is 7 cells away — out of reach this turn.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 7)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(7, 7))
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=False, reason="unreachable_destination")
]
# ── (d) 5-foot step to an adjacent cell; non-adjacent rejected ────────────────
def test_step5_to_adjacent_destination_does_not_provoke() -> None:
# Foe at (0, 1) threatens the starting square: the 5-ft step must NOT
# provoke (no extra scripted rolls beyond initiative).
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(1, 0)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 1))
t = eng.run().transcript
hero = eng._states[0]
assert hero.pos == (1, 0)
assert "round 1 hero: 5ft step (0,0)->(1,0)" in t
assert not any("AoO" in line for line in t)
assert hero.last_action_results == [
ActionResult(kind="5foot_step", ok=True, reason="ok")
]
def test_step5_to_non_adjacent_destination_is_rejected() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(0, 2)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
assert eng._states[0].last_action_results == [
ActionResult(kind="5foot_step", ok=False, reason="unreachable_destination")
]
def test_step5_to_occupied_destination_is_rejected() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(0, 1)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 1))
t = eng.run().transcript
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
# ── (e) U1 preserved: neither target nor destination → missing_target ─────────
def test_move_without_target_or_destination_is_missing_target() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move"), Action(kind="5foot_step"))
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: move rejected (missing_target)" in t
assert "round 1 hero: 5foot_step rejected (missing_target)" in t
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=False, reason="missing_target"),
ActionResult(kind="5foot_step", ok=False, reason="missing_target"),
]
# ── (f) target-only move still auto-paths byte-identically ────────────────────
def test_move_with_target_auto_paths_as_before() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", target_id="foe"),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 5))
result = eng.run()
assert result.transcript == (
"initiative: hero d20=10+2=12",
"initiative: foe d20=5+0=5",
"round 1 hero: move (0,0)->(0,1)->(0,2)->(0,3)->(0,4)",
"round 1 foe: wait",
"battle over: draw after 1 rounds",
)
assert eng._states[0].pos == (0, 4)
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=True, reason="ok")
]