fix(rules): make the run reachability check avoid difficult terrain
PF1e (CRB Movement): "You can't run or charge across difficult terrain". _execute_run checked the explicit destination against the full cost field (which routes through difficult terrain at 2x) but descended with avoid_difficult=True, so a destination beyond rubble was accepted (ok=True) yet silently truncated at the obstacle. _destination_reachable now takes the same avoid_difficult constraint (difficult cells removed from the field; a destination whose footprint touches difficult terrain is not a legal run endpoint either), so verdict and path agree. The test that pinned the old silent-stop-short convention now expects unreachable_destination; README updated. Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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@@ -737,11 +737,15 @@ Règles modélisées :
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(mécanisme `avoid_difficult` de `_descend_path`, symétrique du refus de la
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charge dans `_charge_path_clear`) ; le combattant **avance jusqu'à
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l'obstacle et s'y arrête** (comportement déterministe, retenu plutôt que
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le rejet de l'action). À l'achèvement, le combattant est `running` jusqu'au
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le rejet de l'action) **quand la course est auto-dirigée**. À l'achèvement, le combattant est `running` jusqu'au
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début de son prochain tour : il **perd son bonus de Dextérité à la CA**
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(résolu par le même chemin flat-footed/`denies_dex_to_ac` que les
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conditions). Une `destination` hors budget 4× (ou invalide) est rejetée
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(`unreachable_destination`) ; sans cible ni destination, rejet
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(`unreachable_destination`) ; une `destination` joignable uniquement en
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traversant le terrain difficile est **aussi rejetée** — le test de
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portée (`_destination_reachable`) applique la même contrainte
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`avoid_difficult` que la descente, donc le verdict et le chemin parcouru
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sont cohérents (pas d'arrêt silencieux avant la destination) ; sans cible ni destination, rejet
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(`missing_target`). `default_policy` ne choisit pas la course (disponible
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via une politique personnalisée).
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- Pas de placement (5-foot step) : action libre qui déplace le combattant d'une
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@@ -3680,7 +3680,8 @@ class CombatEngine:
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already applies to any other blockage). On completion the combatant
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is ``running`` until the start of its next turn, which denies it its
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Dexterity bonus to AC. An explicit destination that cannot be
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honoured within the 4x budget is rejected with
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honoured within the 4x budget WITHOUT crossing difficult terrain (the
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same constraint the descent applies) is rejected with
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``unreachable_destination``; with neither target nor destination the
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U1 gate rejects the action with ``missing_target``.
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"""
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@@ -3697,7 +3698,7 @@ class CombatEngine:
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if action.destination is not None:
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reachable = self._destination_reachable(
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state, action.destination, speed_factor=_RUN_SPEED_FACTOR,
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friendly_passable=True,
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friendly_passable=True, avoid_difficult=True,
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)
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if not reachable:
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self._log(
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@@ -6091,13 +6092,17 @@ class CombatEngine:
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*,
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speed_factor: int = 1,
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friendly_passable: bool = False,
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avoid_difficult: bool = False,
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) -> bool:
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"""True when destination is passable, unoccupied and within this speed.
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``speed_factor`` widens the budget (run: 4x speed, U5e).
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``friendly_passable`` routes the cost field around allies' squares
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(move/run may cross them, SRD Movement); the destination itself must
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still be completely free.
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still be completely free. ``avoid_difficult`` removes difficult cells
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from the cost field, mirroring the descent constraint of a run
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(CRB: "You can't run or charge across difficult terrain") so the
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reachability verdict and the walked path agree.
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"""
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speed_cells = int(
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_speed_ft(state)
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@@ -6109,10 +6114,25 @@ class CombatEngine:
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return destination == state.pos
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if not self._cells_free(self._footprint_at(destination, state), state):
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return False
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if avoid_difficult and self._footprint_touches_difficult(
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self._footprint_at(destination, state)
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):
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return False
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blocked = self._blocked_hostile(state) if friendly_passable else self._blocked(state)
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if avoid_difficult:
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blocked = blocked | self._difficult_cells()
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field = self._grid.reachable(state.pos, speed_cells, blocked)
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return destination in field
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def _difficult_cells(self) -> frozenset[Pos]:
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"""Every passable cell on the grid whose terrain costs more than one."""
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return frozenset(
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(row, col)
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for row in range(self._grid.height)
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for col in range(self._grid.width)
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if self._is_difficult_cell((row, col))
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)
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def _walk_steps(
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self, state: CombatantState, path: list[Pos]
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) -> list[Pos]:
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@@ -368,12 +368,13 @@ def test_run_stops_before_difficult_terrain_toward_target() -> None:
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assert eng._states[0].pos == (2, 0)
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def test_run_stops_before_difficult_terrain_to_destination() -> None:
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def test_run_beyond_difficult_terrain_to_destination_is_rejected() -> None:
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"""Given: the same rubble row
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When: hero runs to an explicit destination beyond it
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Then: the descent stops in front of the rubble (the destination is
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reachable in budget, but the run cannot cross — it moves up to the
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obstacle and stops)."""
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When: hero runs to an explicit destination ONLY reachable across it
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Then: the destination is rejected (unreachable_destination) — the
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reachability check uses the same avoid-difficult constraint as the
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descent (CRB: "You can't run or charge across difficult terrain"), so
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the verdict and the walked path agree instead of silently stopping short."""
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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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@@ -382,9 +383,28 @@ def test_run_stops_before_difficult_terrain_to_destination() -> None:
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grid = _rubble_row_grid(size=8, row=3)
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hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
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# The default foe sits at (0, 1), adjacent to the start: the run walks
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# out of its threatened disk and provokes one (missed) AoO.
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eng = _duo(policy, [10, 5, 1, 1], round_cap=1, hero=hero, grid=grid)
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eng = _duo(policy, [10, 5], round_cap=1, hero=hero, grid=grid)
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result = eng.run()
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assert eng._states[0].pos == (0, 0)
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assert "round 1 hero: run rejected (unreachable_destination)" in result.transcript
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def test_run_destination_in_front_of_difficult_terrain_is_reachable() -> None:
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"""Given: the same rubble row
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When: hero runs to an explicit destination that avoids the rubble
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Then: the run honours it (the field routes around difficult cells, the
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budget is generous — the verdict is positive and the path arrives)."""
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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=(2, 0)),)
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return _WAIT
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grid = _rubble_row_grid(size=8, row=3)
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hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
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# The default foe at (0, 1) threatens the start: the run provokes one
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# (missed) AoO on the first step — scripted as a natural 1.
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eng = _duo(policy, [10, 5, 1], round_cap=1, hero=hero, grid=grid)
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result = eng.run()
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assert eng._states[0].pos == (2, 0)
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assert "round 1 hero: run" in result.transcript
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