Commit Graph

5 Commits

Author SHA1 Message Date
ctan 2ae86ab29f feat(rules): 3D flight over ground terrain - airborne creatures (fly >= land, V4 budget from fly speed) move on Grid.airborne_view: ground difficult terrain costs 1 and cells impassable to walkers (pits, water, rubble, low obstacles) are crossable at cost 1, EXCEPT blocks_los cells (solid barriers, assumed full height) which still stop flight; run/charge/5-foot-step gates and diagonal corner rule follow the same view (flying past a pit is legal, past a wall corner is not); elevation climb cost still applies (step heights, not wall heights - documented); line of effect, cover and high ground use the unchanged real grid so combat geometry is unaffected by flight (SRD Movement, Position and Distance: flying creatures not hampered by difficult terrain, able to avoid most obstacles), 11 tests 2026-09-20 22:21:40 +02:00
ctan d347dde3fc fix(rules): a multi-cell creature moving under mixed terrain pays the difficult rate for its whole footprint - SRD Movement, Position and Distance: 'If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow'; the charge/run/5-foot-step already gated on the whole footprint (_footprint_touches_difficult) but the move/withdraw DESCENT priced every step by the anchor cell alone (grid.step_cost), so a 2x2 creature straddling rubble crossed at full speed; the descent now prices a step by the most difficult square under the footprint via _footprint_step_cost -> a new grid.step_cost_with_terrain (the 5-10-5 + elevation formula stays centralized in grid.py, step_cost delegates to it); 1x1 creatures are bit-identical (footprint == anchor cell); the direction Dijkstra field remains anchor-priced (making it creature-aware rewrites grid.reachable wholesale - the documented deferral); golden untouched (open-floor arena, no difficult terrain); +7 tests (trailing-square orthogonal/diagonal cost, 1x1 bit-identical regression, full-lane move budget 3-vs-6 squares, withdraw hampering) 2026-09-20 00:29:36 +02:00
ctan ab99ab67e3 feat(grid): apply elevation to movement cost and high ground 2026-09-05 16:18:56 +02:00
ctan a21e234b41 feat(runner): Monte Carlo runner, closed-form metrics and balance CLI
Adds the S6 layer on top of the deterministic combat engine:
- metrics.py: closed-form binomial statistics (win rate, standard error,
  3-sigma confidence band) with clamped degenerate proportions.
- runner.py: EncounterSpec/Side definitions, per-run SeededRng streams,
  global duplicate-id disambiguation, attrition averages per combatant.
- cli.py: pf1e-sim entry point producing a French balance report with
  win rates, 3-sigma bands, draws, rounds, and attrition.
- Movement fix: greedy straight-line heuristic could oscillate at walls;
  _step_toward now follows the true shortest path via an unbounded
  Dijkstra cost field from the target (Grid.reachable budget=None).
- Regression tests: melee unit routes around a wall and engages; grid
  unbounded-budget coverage.
2026-08-17 22:49:50 +02:00
ctan 21698d76c6 feat(grid): map YAML schema, 5-10-5 grid, Dijkstra movement, corner LoS/cover 2026-08-17 22:49:50 +02:00