"""PF1e area-shape geometry: cone and line templates on the 5-ft square grid. PF1e (CRB, Magic — Aiming a Spell): - "A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes." — modeled here as every cell whose center lies within the cone's length of the origin and within ±45° of the aim direction (a 90°-wide quarter circle), excluding the caster's whole space (every cell of the footprint, not just the anchor). - "A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range [...]. A line-shaped spell affects all creatures in squares through which the line passes." — modeled here as the 5-ft-wide Bresenham ray from the origin through the aim cell, truncated to the line's length. The line "starts from any corner of your square", so the CASTER's own space is NOT one of the affected squares AND does not shorten the effect: the whole footprint (every cell of a multi-cell caster, not just the anchor) is skipped without spending one of the ``length_cells`` slots, so the line runs its full length starting just past the caster (SRD Lightning Bolt: "The bolt begins at your fingertips" - it leaves your square, it does not fill it, and a 120 ft bolt is 24 squares beyond the caster). The line also stops at the first square that blocks line of effect (CRB, Magic - Aiming a Spell, Line: it "extends to the limit of its range or until it strikes a barrier that blocks line of effect"): the barrier square is the last square of the template and everything beyond it is outside, so a bolt never reaches creatures behind a solid wall. - Cones require line of effect from their origin (CRB, Magic - Line of Effect): "A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, ...)". ``cone_cells`` therefore drops every geometric cell that has no corner-to-corner line of effect from the origin square (a solid wall between them shields everything behind it). Bursts need no template here: they are circles around a center cell and are resolved by ``CombatEngine._area_creatures`` (which additionally drops creatures without line of effect from the burst's center). BURST MEASUREMENT - DOCUMENTED DEFERRED APPROXIMATION (cell vs intersection). The SRD ("Aiming a Spell - Area") measures a burst from a point of origin that is ALWAYS a grid intersection: "instead of counting from the center of one square to the center of the next, you count from intersection to intersection", and a square is inside the area only "if the far edge of a square is within the spell's area" (a square the area "only touches ... [at] the near edge" is unaffected). The engine cannot apply that rule faithfully because its burst origin is a CELL, not an intersection: ``Action.target_pos``, the ``centered_on_caster`` caster square and the resolved target's square are all cells, and ``CombatEngine._creatures_in_range`` counts center-to-center 5-10-5 (``grid.distance(center, cell) <= radius_cells``). Two consequences make a faithful fix out of scope for a contract-preserving pass: 1. A cell has four corner intersections, and which one is the point of origin is a caster choice the engine never records. The far-edge rule's boundary result (which diagonal squares are in vs out) depends entirely on that choice, so there is no single "SRD-correct" square set to compute from a cell center without first adding an intersection coordinate to the data model. 2. Representing the origin as an intersection would change ``AreaEffect``, ``Action.target_pos`` and the observation ``area`` snapshot contract (a documented Phase 2 LLM frontier), and would rework the burst line-of-effect and Reflex-cover origins (``{aim}`` / ``{center}`` cells). Until that representation change is made, bursts stay centered on the resolved cell and measured center-to-center under 5-10-5 - a symmetric, conservative approximation whose boundary squares can differ from RAW by one square on diagonals (e.g. a 15/20-ft burst's far diagonal cells). This is the residual recorded in docs/conformance-srd.md ("origin mesuré centre-à-centre plutôt qu'intersection-à-intersection"). """ from __future__ import annotations from typing import TYPE_CHECKING from pf1e_simulator.los import has_line_of_effect if TYPE_CHECKING: from pf1e_simulator.grid import Grid from pf1e_simulator.map import Pos def cone_cells( grid: Grid, origin: Pos, aim: Pos, radius_cells: int, caster_cells: frozenset[Pos] = frozenset(), ) -> frozenset[Pos]: """Cells of a 90° cone of ``radius_cells`` squares starting at ``origin``. The cone opens toward ``aim`` (any cell in the aim direction, usually the resolved target or point-cast center). A cell is affected when its offset from the origin is within ``radius_cells`` (5-10-5 grid distance), points strictly into the cone's forward half-plane, and stays within ±45° of the aim bearing. The caster's own space is never affected: the cone "starts from any corner of your square" (CRB: it "shoots away from you"), so EVERY cell in ``caster_cells`` (the caster's whole footprint; the anchor ``origin`` is always one of them) is outside the template, not just the origin. A cell with no line of effect from the origin is dropped (CRB, Line of Effect: a cone "affects only an area, creature, or object to which it has line of effect from its origin" - a solid wall stops the cone, it does not pass through). A degenerate aim (origin == aim) affects nothing. The ±45° test is exact integer arithmetic: with v the cell offset and d the aim offset, ``cos(angle) >= cos(45°)`` is equivalent to ``2 * (v·d)^2 >= |v|^2 * |d|^2`` together with ``v·d > 0``. """ d_row = aim[0] - origin[0] d_col = aim[1] - origin[1] if d_row == 0 and d_col == 0: return frozenset() skip = caster_cells | {origin} aim_sq = d_row * d_row + d_col * d_col cells: set[Pos] = set() for row in range(origin[0] - radius_cells, origin[0] + radius_cells + 1): for col in range(origin[1] - radius_cells, origin[1] + radius_cells + 1): cell = (row, col) if cell in skip or not grid.in_bounds(cell): continue v_row = row - origin[0] v_col = col - origin[1] dot = v_row * d_row + v_col * d_col if dot <= 0: continue if 2 * dot * dot < (v_row * v_row + v_col * v_col) * aim_sq: continue if grid.distance(origin, cell) > radius_cells: continue if not has_line_of_effect(grid, origin, cell): continue cells.add(cell) return frozenset(cells) def line_cells( grid: Grid, origin: Pos, aim: Pos, length_cells: int, caster_cells: frozenset[Pos] = frozenset(), ) -> frozenset[Pos]: """Cells of a 5-ft-wide line of ``length_cells`` squares from ``origin``. The line runs along the Bresenham ray from the origin toward ``aim``, extended to ``length_cells`` squares (CRB: it "extends to the limit of its range"). The line "starts from any corner of your square" (CRB, Magic - Aiming a Spell), so the CASTER's whole space is NOT affected AND does not shorten the effect: every caster cell the ray grazes (the anchor ``origin`` included, i.e. all of ``caster_cells``) is origin space skipped WITHOUT spending one of the ``length_cells`` slots. The line is therefore ``length_cells`` squares long starting just past the caster's footprint (SRD Lightning Bolt: "The bolt begins at your fingertips" - it leaves your square, and a 120 ft bolt is 24 squares beyond the caster, not beyond the anchor). For a 1x1 caster the only skipped cell is the origin (ray[0]), so the result is bit-identical to counting the ``length_cells`` squares *beyond* the origin. Out-of-bounds cells drop out of the template but never re-enter (a straight ray leaves a convex map once), so creatures only ever exist in bounds. The ray stops at the first cell that blocks line of effect (CRB, Line: "or until it strikes a barrier that blocks line of effect") - the barrier cell itself is the last cell of the template (the line strikes it) and everything beyond it is excluded. A degenerate aim (origin == aim) affects nothing. """ if length_cells <= 0: return frozenset() d_row = aim[0] - origin[0] d_col = aim[1] - origin[1] if d_row == 0 and d_col == 0: return frozenset() skip = caster_cells | {origin} # Extend the aim vector so the ray still yields `length_cells` real # squares AFTER the caster's own space is skipped: the dominant-axis step # count of a Bresenham line is max(|d_row|, |d_col|); the +1 drops the # origin square and the extra `len(caster_cells)` steps cover every # footprint square the ray can graze before it leaves the caster's space # (those are origin space and spend no length slot). dominant = max(abs(d_row), abs(d_col)) reach = length_cells + 1 + len(caster_cells) scale = reach / dominant end = (origin[0] + round(d_row * scale), origin[1] + round(d_col * scale)) ray = _bresenham(origin, end) cells: list[Pos] = [] for cell in ray[1:]: if cell in skip: continue # origin space: the line starts past it, no slot spent if not grid.in_bounds(cell): continue # off the map: a straight ray never re-enters cells.append(cell) if grid.terrain_at(cell).blocks_los: break # the line strikes this barrier: last cell of the template if len(cells) >= length_cells: break return frozenset(cells) def _bresenham(start: Pos, end: Pos) -> list[Pos]: """Inclusive Bresenham cell list from ``start`` to ``end`` (both ends kept).""" row, col = start end_row, end_col = end d_row = abs(end_row - row) d_col = abs(end_col - col) step_row = 1 if row < end_row else -1 step_col = 1 if col < end_col else -1 err = d_row - d_col cells: list[Pos] = [(row, col)] while (row, col) != (end_row, end_col): e2 = 2 * err if e2 > -d_col: err -= d_col row += step_row if e2 < d_row: err += d_row col += step_col cells.append((row, col)) return cells