"""V4: movement uses the best of land and fly speed + 3D flight over terrain. The engine budgets every movement action (move, 5-foot step toward a target, charge at 2x, withdraw at 2x, run at 4x) from ``_speed_ft(state)`` — the maximum of the creature's ``speed_land_ft`` and ``speed_fly_ft`` (a missing fly speed counts as 0, so a land-only creature is unchanged). A creature whose budget comes from its fly speed (fly >= land) is AIRBORNE (``_is_airborne``): it moves on ``Grid.airborne_view``, where ground difficult terrain costs 1 and cells impassable to walkers (pits, water, rubble) are crossable — SRD "Movement, Position, and Distance": "Flying and incorporeal creatures are not hampered by difficult terrain"; "Flying and incorporeal creatures are able to avoid most obstacles". Cells that block line of effect (``blocks_los`` — solid barriers, assumed full height) still stop flight and still block attacks. The observation snapshot adds an additive ``speed_effective_ft`` key; ``speed_land_ft``/``speed_fly_ft`` are kept as-is. """ from __future__ import annotations from collections.abc import Callable from pf1e_simulator.combat import ( Action, 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_state PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]] _WAIT: tuple[Action, ...] = (Action(kind="wait"),) def _combatant( id_: str, *, land: int, fly: int | None = None, 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=land, speed_fly_ft=fly, 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 _corridor(cols: int) -> Grid: """A single-row open floor of ``cols`` cells (all move_cost 1).""" legend = {".": TerrainType(type="floor", move_cost=1)} spec = MapSpec(name="corridor", terrain=("." * cols,), legend=legend) return Grid.from_spec(spec) _LEGEND = { ".": TerrainType(type="floor", move_cost=1), "T": TerrainType(type="rubble", move_cost=2), "P": TerrainType(type="pit", move_cost=None), "#": TerrainType(type="wall", move_cost=None, blocks_los=True), } def _terrain_grid(rows: tuple[str, ...]) -> Grid: """A grid from ASCII rows over the shared ``_LEGEND`` terrain types.""" spec = MapSpec(name="terrain", terrain=rows, legend=_LEGEND) return Grid.from_spec(spec) def _run_move_on( *, land: int, fly: int | None, destination: tuple[int, int], grid: Grid, ) -> CombatantState: """Hero acts first and takes one ``move`` to ``destination`` on ``grid``. The foe idles far to the right (never threatens). Returns the hero state. """ cols = grid.width hero = make_state( _combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0), ) foe = make_state(_combatant("foe", land=30), "monsters", (0, cols - 1)) def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "hero": return (Action(kind="move", destination=destination),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), grid, [hero, foe], policy=policy, round_cap=1, ) eng.run() return eng._states[0] def _run_move( *, land: int, fly: int | None, destination: tuple[int, int], cols: int, ) -> CombatantState: """Hero acts first, takes a single ``move`` to ``destination``; foe idles far down the corridor (never threatens). Returns the hero state.""" hero = make_state( _combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0), ) foe = make_state(_combatant("foe", land=30), "monsters", (0, cols - 1)) def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "hero": return (Action(kind="move", destination=destination),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), _corridor(cols), [hero, foe], policy=policy, round_cap=1, ) eng.run() return eng._states[0] # ── (a) a land-only creature moves at its land speed (unchanged) ────────────── def test_land_only_creature_uses_land_speed() -> None: # speed 30 ft = 6 cells; (0, 6) is exactly reachable, (0, 7) is not. hero = _run_move(land=30, fly=None, destination=(0, 6), cols=12) assert hero.pos == (0, 6) hero = _run_move(land=30, fly=None, destination=(0, 7), cols=12) assert hero.pos == (0, 0) # ── (b) a fly 80 / land 30 creature moves up to 80 ft (16 cells) ────────────── def test_flyer_moves_farther_than_land_only() -> None: # fly 80 ft = 16 cells: (0, 16) is within the move budget. flyer = _run_move(land=30, fly=80, destination=(0, 16), cols=20) assert flyer.pos == (0, 16) # A land-only creature cannot reach the same cell this turn. crawler = _run_move(land=30, fly=None, destination=(0, 16), cols=20) assert crawler.pos == (0, 0) assert _corridor(20).distance(flyer.pos, (0, 0)) > _corridor(20).distance( crawler.pos, (0, 0) ) # ── (c) charge uses 2x the effective speed; run uses 4x ────────────────────── def test_charge_budget_is_double_the_fly_speed() -> None: # fly 80 -> charge up to 2x16 = 32 cells; the foe at (0, 20) is chargeable. flyer = make_state( _combatant("hero", land=30, fly=80), "players", (0, 0) ) eng = CombatEngine( ScriptedRng([]), _corridor(24), [flyer, make_state(_combatant("foe", land=30), "monsters", (0, 20))], ) result = eng.can_charge(flyer, eng._states[1]) assert result is not None assert result.weapon is not None assert result.reason is None # A land-only creature (max 2x6 = 12 cells) cannot reach (0, 20). crawler = make_state(_combatant("hero", land=30), "players", (0, 0)) foe2 = make_state(_combatant("foe", land=30), "monsters", (0, 20)) eng2 = CombatEngine(ScriptedRng([]), _corridor(24), [crawler, foe2]) result2 = eng2.can_charge(crawler, foe2) assert result2 is not None assert result2.reason == "no_charge_path" def test_run_budget_is_four_times_the_fly_speed() -> None: # fly 80 -> run 4x16 = 64 cells; (0, 40) is reachable by running. hero = make_state( _combatant("hero", land=30, fly=80, initiative_mod=2), "players", (0, 0) ) foe = make_state(_combatant("foe", land=30), "monsters", (0, 63)) def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "hero": return (Action(kind="run", destination=(0, 40)),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), _corridor(64), [hero, foe], policy=policy, round_cap=1, ) eng.run() assert eng._states[0].pos == (0, 40) # A land-only creature (run 4x6 = 24 cells) cannot reach (0, 40). crawler = make_state( _combatant("hero", land=30, fly=None, initiative_mod=2), "players", (0, 0) ) foe2 = make_state(_combatant("foe", land=30), "monsters", (0, 63)) eng2 = CombatEngine( ScriptedRng([10, 5]), _corridor(64), [crawler, foe2], policy=policy, round_cap=1, ) eng2.run() assert eng2._states[0].pos == (0, 0) # ── (d) the snapshot exposes speed_effective_ft ─────────────────────────────── def test_snapshot_exposes_speed_effective_ft() -> None: flyer = make_state(_combatant("flyer", land=30, fly=80), "players", (0, 0)) land_only = make_state(_combatant("walker", land=30), "monsters", (0, 3)) eng = CombatEngine(ScriptedRng([]), _corridor(8), [flyer, land_only]) obs = eng._build_observation(flyer).to_dict() by_id = {c["id"]: c for c in obs["combatants"]} assert by_id["flyer"]["speed_effective_ft"] == 80 assert by_id["flyer"]["speed_land_ft"] == 30 assert by_id["flyer"]["speed_fly_ft"] == 80 assert by_id["walker"]["speed_effective_ft"] == 30 assert by_id["walker"]["speed_fly_ft"] is None # ── (e) a fly speed lower than land falls back to land (max) ────────────────── def test_fly_lower_than_land_uses_land() -> None: hero = make_state(_combatant("hero", land=30, fly=10), "players", (0, 0)) foe = make_state(_combatant("foe", land=30), "monsters", (0, 7)) eng = CombatEngine(ScriptedRng([]), _corridor(8), [hero, foe]) obs = eng._build_observation(hero).to_dict() by_id = {c["id"]: c for c in obs["combatants"]} assert by_id["hero"]["speed_effective_ft"] == 30 # Movement still uses the 30 ft land budget (6 cells), not the 10 ft fly. mover = _run_move(land=30, fly=10, destination=(0, 6), cols=12) assert mover.pos == (0, 6) mover = _run_move(land=30, fly=10, destination=(0, 7), cols=12) assert mover.pos == (0, 0) # ── 3D flight over ground terrain (airborne creatures) ──────────────────────── # # SRD "Movement, Position, and Distance" (Terrain and Obstacles): "Flying and # incorporeal creatures are not hampered by difficult terrain" and "Flying and # incorporeal creatures are able to avoid most obstacles." An airborne creature # (fly >= land, ``_is_airborne``) moves on ``Grid.airborne_view``: ground # difficult terrain costs 1 and cells impassable to walkers (pits) are # crossable, EXCEPT cells that block line of effect (solid barriers, assumed # full height) which still stop flight. Walkers are bit-identical. The foe sits # two rows below the hero's lane so it never threatens the row being crossed. _LEGEND = { ".": TerrainType(type="floor", move_cost=1), "T": TerrainType(type="rubble", move_cost=2), "P": TerrainType(type="pit", move_cost=None), "#": TerrainType(type="wall", move_cost=None, blocks_los=True), } def _lane_grid(lane: str) -> Grid: """A 3-row grid: the terrain ``lane`` on row 0, floor rows below.""" width = len(lane) rows = (lane, "." * width, "." * width) spec = MapSpec(name="lane", terrain=rows, legend=_LEGEND) return Grid.from_spec(spec) def _move_on_lane(*, land: int, fly: int | None, lane: str, destination: tuple[int, int]) -> tuple[int, int]: """Hero (row 0, col 0) acts first and takes one ``move`` to ``destination``. The foe idles at (2, 0), two rows below and never threatening. Returns the hero's final position. """ hero = make_state( _combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0), ) foe = make_state(_combatant("foe", land=30), "monsters", (2, 0)) def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "hero": return (Action(kind="move", destination=destination),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), _lane_grid(lane), [hero, foe], policy=policy, round_cap=1, ) eng.run() return eng._states[0].pos def test_flyer_crosses_rubble_at_normal_cost() -> None: # Rubble at cols 4-5: the flyer prices every cell at 1, so (0, 9) costs # 9 cells and is within the 16-cell (fly 80) budget. assert _move_on_lane(land=30, fly=80, lane="....TT....", destination=(0, 9)) == (0, 9) def test_walker_still_pays_for_rubble() -> None: # Same lane, same 10-cell span: a land-30 walker pays 3 + 2*2 + 4 = 11 # cells for (0, 9), beyond its 6-cell budget, so it is rejected in place. assert _move_on_lane(land=30, fly=None, lane="....TT....", destination=(0, 9)) == (0, 0) def test_flyer_crosses_pit_impassable_to_walkers() -> None: # A pit (move_cost None, no blocks_los) at col 3: the flyer avoids the # obstacle and reaches (0, 7); the walker cannot enter the pit cell. assert _move_on_lane(land=30, fly=80, lane="...P....", destination=(0, 7)) == (0, 7) assert _move_on_lane(land=30, fly=None, lane="...P....", destination=(0, 7)) == (0, 0) def test_flyer_still_stopped_by_wall() -> None: # A wall column (blocks_los) is a solid barrier assumed full height: it # stops flight just like walking — no crossing and no detour. hero = make_state( _combatant("hero", land=30, fly=80, initiative_mod=2), "players", (0, 0), ) foe = make_state(_combatant("foe", land=30), "monsters", (2, 7)) def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]: if state.combatant.id == "hero": return (Action(kind="move", destination=(0, 7)),) return _WAIT spec = MapSpec( name="wall", terrain=("...#....", "...#....", "...#...."), legend=_LEGEND, ) eng = CombatEngine( ScriptedRng([10, 5]), Grid.from_spec(spec), [hero, foe], policy=policy, round_cap=1, ) eng.run() assert eng._states[0].pos == (0, 0) def test_flyer_runs_over_rubble_walker_run_stops() -> None: # Run is a straight line: an airborne runner is not hampered by the # rubble; a walker's run stops in front of it (CRB "Difficult Terrain": # "You can't run or charge across difficult terrain"). def _run(land: int, fly: int | None) -> tuple[int, int]: hero = make_state( _combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 0), ) foe = make_state(_combatant("foe", land=30), "monsters", (2, 0)) def policy(_e: CombatEngine, s: CombatantState) -> tuple[Action, ...]: if s.combatant.id == "hero": return (Action(kind="run", destination=(0, 9)),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), _lane_grid("....TT...."), [hero, foe], policy=policy, round_cap=1, ) eng.run() return eng._states[0].pos assert _run(30, 80) == (0, 9) # The walker's run destination lies beyond difficult terrain: the # reachability verdict and the walked line agree, so the run is rejected # outright (unreachable_destination) and the walker never starts. assert _run(30, None) == (0, 0) def test_flyer_5foot_step_into_rubble() -> None: # SRD "Take 5-Foot Step": the step is legal only if movement isn't # hampered by difficult terrain — a flyer's isn't, a walker's is. def _step(land: int, fly: int | None) -> tuple[int, int]: hero = make_state( _combatant("hero", land=land, fly=fly, initiative_mod=2), "players", (0, 3), ) foe = make_state(_combatant("foe", land=30), "monsters", (2, 0)) def policy(_e: CombatEngine, s: CombatantState) -> tuple[Action, ...]: if s.combatant.id == "hero": return (Action(kind="5foot_step", destination=(0, 4)),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), _lane_grid("...T...."), [hero, foe], policy=policy, round_cap=1, ) eng.run() return eng._states[0].pos assert _step(30, 80) == (0, 4) assert _step(30, None) == (0, 3) def test_movement_cost_ft_uses_the_air_view() -> None: # Cost from the hero's cell to the target's anchor: rubble prices at 1 for # the flyer (8 cells = 40 ft) and at 2 for the walker (13 cells = 65 ft, # beyond its 30 ft speed so None). grid = _lane_grid("..TTTTT..") flyer = make_state(_combatant("flyer", land=30, fly=80), "players", (0, 0)) walker = make_state(_combatant("walker", land=30), "players", (0, 0)) target_foe = make_state(_combatant("target", land=30), "monsters", (0, 8)) eng = CombatEngine(ScriptedRng([]), grid, [flyer, target_foe]) assert eng.movement_cost_ft(flyer, target_foe) == 40 target_walker = make_state(_combatant("target", land=30), "monsters", (0, 8)) eng2 = CombatEngine(ScriptedRng([]), grid, [walker, target_walker]) assert eng2.movement_cost_ft(walker, target_walker) is None def test_fly_equal_to_land_is_airborne() -> None: # fly >= land: the budget comes from the fly speed, so the creature flies # (6-cell budget, rubble priced at 1, (0, 6) reachable). assert _move_on_lane(land=30, fly=30, lane="....TT....", destination=(0, 6)) == (0, 6) def test_fly_slower_than_land_walks_and_pays() -> None: # fly < land: the creature walks (budget = land) and pays the rubble cost # like any walker — (0, 9) costs 11 cells > the 6-cell budget. assert _move_on_lane(land=30, fly=10, lane="....TT....", destination=(0, 9)) == (0, 0) def test_flyer_still_pays_elevation_climb() -> None: # The elevation layer stores STEP heights, not wall heights, so the # climbing cost still applies to flight (documented simplification): with # a 2-cell budget (fly 10 = land 10) the step up onto the higher ledge # costs 2 and only the flat neighbour is reachable. legend = {".": TerrainType(type="floor", move_cost=1)} spec = MapSpec( name="ledge", terrain=("....", "...."), legend=legend, elevation=("..1.", "...."), ) grid = Grid.from_spec(spec) def _go(destination: tuple[int, int]) -> tuple[int, int]: hero = make_state( _combatant("hero", land=10, fly=10, initiative_mod=2), "players", (0, 0), ) foe = make_state(_combatant("foe", land=30), "monsters", (1, 3)) def policy(_e: CombatEngine, s: CombatantState) -> tuple[Action, ...]: if s.combatant.id == "hero": return (Action(kind="move", destination=destination),) return _WAIT eng = CombatEngine( ScriptedRng([10, 5]), grid, [hero, foe], policy=policy, round_cap=1, ) eng.run() return eng._states[0].pos assert _go((0, 2)) == (0, 0) assert _go((0, 1)) == (0, 1) def test_airborne_view_preserves_combat_flags() -> None: # The air view normalizes only the walking cost: solid barriers stay # impassable (so LoE/cover geometry is untouched by flight), cover flags # and the elevation layer are preserved. legend = dict(_LEGEND) legend["C"] = TerrainType(type="pillar", move_cost=None, cover=True) spec = MapSpec( name="flags", terrain=(".TP#C",), legend=legend, elevation=(".1...",), ) grid = Grid.from_spec(spec) view = grid.airborne_view() wall = view.terrain_at((0, 3)) assert wall.blocks_los assert wall.move_cost is None pit = view.terrain_at((0, 2)) assert pit.move_cost == 1 assert not pit.blocks_los assert view.terrain_at((0, 1)).move_cost == 1 pillar = view.terrain_at((0, 4)) assert pillar.move_cost == 1 assert pillar.cover assert view.elevation_at((0, 1)) == grid.elevation_at((0, 1)) == 1