feat(phase2): danger-cartography spike - per-run outcomes, objectives, focus-fire adversary

run_encounter gains an opt-in collect_runs flag returning one RunOutcome
per battle (winner, rounds, per-combatant id/side/hp/hp_max/dead) next to
the EncounterReport; default behavior is unchanged. objectives.py provides
the pure optimizer primitives: P(survives all), P(TPK), P(>=1 death),
expected hp lost, expected rounds and a worst-decile (CVaR-style) tail
metric. phase2_spike.py holds the spike-level strengthened monster policy
(focus fire on the lowest-AC enemy, ties to the wounded; party side stays
on default_policy). tests/test_phase2_danger_map.py prints the danger-map
sketch: warband and lich scenarios measured default vs focus-fire at
100 runs / seed 11, pinning the delta deterministically.
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"""Phase-2 danger-cartography spike (docs/phase-2-llm-architecture.md 3.1/3.2, 10 P3/P4).
Proof of value WITHOUT any LLM: the same party measured against the default
monster policy and against the strengthened focus-fire policy (spike module
pf1e_simulator.phase2_spike). A danger only exists against an adversary that
plays to win, so the DELTA between the two columns is the danger the default
Monte Carlo report hides. Prints a compact per-scenario block (party win
rate +/- 3 sigma, P(TPK), P(>=1 death), expected hp lost, rounds, worst
decile hp) and pins loose assertions: everything is deterministic under a
fixed seed, so the pinned inequalities are exact reproductions, not noise.
Scenarios (sample arena, 100 runs, fixed seed):
warband - 4 level-4 PCs vs a thrune agent + 2 orcs + a goblin: the party
"wins" either way, but focus fire nearly doubles P(>=1 death).
lich - 2 level-2/4 PCs vs the lich + an orc: the party loses both
ways, but against the default policy nobody ever actually
DIES (downed at hp<0, above -CON); focus fire converts defeat
into real deaths and a nonzero TPK rate.
"""
from __future__ import annotations
import sys
from pathlib import Path
from typing import TYPE_CHECKING
from pf1e_simulator.combat import CombatantState, CombatEngine, default_policy
from pf1e_simulator.grid import Grid
from pf1e_simulator.loaders import load_combatant
from pf1e_simulator.map import load_map
from pf1e_simulator.objectives import DangerMetrics, danger_metrics
from pf1e_simulator.phase2_spike import focus_fire_policy
from pf1e_simulator.rng import SeededRng
from pf1e_simulator.runner import EncounterSpec, RunOutcome, Side, run_encounter
if TYPE_CHECKING:
import pytest
from pf1e_simulator.models import Combatant
ROOT = Path(__file__).resolve().parents[1]
MAP = ROOT / "data" / "maps" / "sample_arena.yaml"
RUNS = 100
SEED = 11
ROUND_CAP = 20
def _c(path: str) -> Combatant:
return load_combatant(ROOT / "data" / path)
def _spec(pcs: list[str], monsters: list[str]) -> EncounterSpec:
return EncounterSpec(
map=load_map(MAP),
round_cap=ROUND_CAP,
sides=(
Side(name="players", combatants=tuple(_c(p) for p in pcs), zone="A"),
Side(name="monsters", combatants=tuple(_c(p) for p in monsters), zone="B"),
),
)
WARBAND = _spec(
["pcs/jeanne.json", "pcs/tammara.json", "pcs/harvie.json", "pcs/ierlieth.json"],
["monsters/thrune_agent.json", "monsters/orc.json", "monsters/orc.json",
"monsters/goblin.json"],
)
LICH = _spec(
["pcs/harvie.json", "pcs/ierlieth.json"],
["monsters/lich.json", "monsters/orc.json"],
)
def _emit(line: str) -> None:
sys.stdout.write(line + "\n")
def _mini_engine(states: list[CombatantState]) -> CombatEngine:
return CombatEngine(SeededRng(1), Grid.from_spec(WARBAND.map), states)
def _state(cid: str, side: str, pos: tuple[int, int], hp: int = 10) -> CombatantState:
c = _c("monsters/orc.json").model_copy(update={"id": cid})
return CombatantState(combatant=c, side=side, pos=pos, hp=hp, resources_left={})
def test_focus_fire_concentrates_on_lowest_ac_not_nearest() -> None:
"""The monster ignores the adjacent tough target and converges on the squishy one."""
policy = focus_fire_policy("monsters")
orc = _state("orc1", "monsters", (1, 1))
tough = _c("pcs/jeanne.json") # AC 23, adjacent to the orc
squishy = _c("pcs/nairda.json") # AC 13, far away
tough_state = CombatantState(
combatant=tough, side="players", pos=(1, 2), hp=tough.hp_max, resources_left={}
)
squishy_state = CombatantState(
combatant=squishy, side="players", pos=(1, 16), hp=squishy.hp_max, resources_left={}
)
engine = _mini_engine([orc, tough_state, squishy_state])
actions = policy(engine, orc)
assert all(a.target_id == "nairda" for a in actions), actions
def test_focus_fire_tie_break_prefers_wounded() -> None:
"""Equal AC: the monster focuses the member with the lower current hp."""
policy = focus_fire_policy("monsters")
orc = _state("orc1", "monsters", (1, 1))
fresh = _c("monsters/goblin.json").model_copy(update={"id": "fresh"})
hurt = _c("monsters/goblin.json").model_copy(update={"id": "hurt"})
fresh_state = CombatantState(
combatant=fresh, side="players", pos=(5, 5), hp=fresh.hp_max, resources_left={}
)
hurt_state = CombatantState(
combatant=hurt, side="players", pos=(5, 10), hp=1, resources_left={}
)
engine = _mini_engine([orc, fresh_state, hurt_state])
actions = policy(engine, orc)
assert all(a.target_id == "hurt" for a in actions), actions
def test_focus_fire_leaves_the_party_side_on_default_policy() -> None:
"""Only the monster side changes: a party-side turn gets default_policy verbatim."""
policy = focus_fire_policy("monsters")
pc = _state("p", "players", (1, 1))
mob = _state("m", "monsters", (1, 8))
engine = _mini_engine([pc, mob])
assert policy(engine, pc) == default_policy(engine, pc)
def _report(name: str, m: DangerMetrics, win: float, sigma: float) -> None:
_emit(
f" {name:<9} win={win:6.1%} +/-{3 * sigma:4.1%} surv={m.p_survives:5.1%} "
f"tpk={m.p_tpk:5.1%} >=1-death={m.p_any_death:5.1%} "
f"hp-lost={m.expected_hp_lost:6.1f} rounds={m.expected_rounds:4.1f} "
f"tail-hp={m.worst_decile_party_hp:5.1f}"
)
def _measure(
spec: EncounterSpec,
*,
strengthened: bool
) -> tuple[float, float, DangerMetrics, tuple[RunOutcome, ...]]:
policy = focus_fire_policy("monsters") if strengthened else None
report, outcomes = run_encounter(
spec, runs=RUNS, seed=SEED, policy=policy, collect_runs=True
)
win = report.win_rate("players")
return win, report.win_rate_sigma("players"), danger_metrics(outcomes, "players"), outcomes
def test_danger_map_default_vs_strengthened(capsys: pytest.CaptureFixture[str]) -> None:
"""Print the danger map sketch and pin the delta (deterministic, fixed seed)."""
_emit("=== PHASE2 SUMMARY (danger cartography spike) ===")
deltas: dict[str, tuple[float, float]] = {}
metrics: dict[str, tuple[DangerMetrics, DangerMetrics]] = {}
for name, spec in (("warband", WARBAND), ("lich", LICH)):
_emit(f"scenario {name}: {len(spec.sides[0].combatants)} PCs vs "
f"{len(spec.sides[1].combatants)} monsters, runs={RUNS}, seed={SEED}")
w0, s0, m0, _ = _measure(spec, strengthened=False)
w1, s1, m1, _ = _measure(spec, strengthened=True)
_report("default", m0, w0, s0)
_report("focusfire", m1, w1, s1)
_emit(
f" delta death-rate {m1.p_any_death - m0.p_any_death:+.1%} "
f"hp-lost {m1.expected_hp_lost - m0.expected_hp_lost:+.1f}"
)
deltas[name] = (m0.p_any_death, m1.p_any_death)
metrics[name] = (m0, m1)
out = capsys.readouterr().out
assert "PHASE2 SUMMARY" in out
# Loose, deterministic pins: the strengthened adversary never hides danger.
for m0, m1 in metrics.values():
assert 0.0 <= m1.p_any_death <= 1.0
assert m1.p_tpk >= m0.p_tpk - 0.05
assert m1.p_survives <= m0.p_survives + 0.05
# warband: focus fire must strictly raise the death rate
d0, d1 = deltas["warband"]
assert d1 > d0
# lich: default policy shows ZERO real deaths; focus fire shows some
assert metrics["lich"][0].p_any_death == 0.0
assert metrics["lich"][1].p_any_death > 0.0
assert metrics["lich"][1].p_tpk > 0.0
def test_danger_map_is_reproducible() -> None:
"""Same seed, same policy -> byte-identical per-run outcome tuples."""
a = _measure(LICH, strengthened=True)[3]
b = _measure(LICH, strengthened=True)[3]
assert a == b