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pf1e-simulator/tests/test_move_destination.py
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ctan 437507ee2c conformance: block 5-foot step on difficult terrain (SRD Take 5-Foot Step)
A 5-foot step is hampered by difficult terrain: stepping out of OR into a
difficult cell is blocked. _step5 (auto-directed) logs 'wait (cannot step)';
_step5_to (explicit destination) rejects with unreachable_destination.
Engine-level tests cover destination, auto-path, and origin cases.
2026-09-16 13:47:10 +02:00

524 lines
21 KiB
Python

"""Explicit movement destinations (Package U5c).
``move`` and ``5foot_step`` accept ``Action.destination`` — a ``(row, col)``
cell. With a destination the combatant walks to THAT cell (validated against
the Dijkstra cost field under its speed budget, with the usual occupied-cell
blocking) instead of auto-pathing toward ``target_id``; the step-by-step walk
reuses the same AoO machinery as the auto-pathed move. A ``5foot_step``
destination must be exactly one cell away and never provokes. Rejections
(out of bounds, impassable, occupied, beyond speed, non-adjacent) report
``unreachable_destination``. Without a destination both kinds behave exactly
as before, and the U1 ``missing_target`` rule still applies when neither a
target nor a destination is given.
"""
from __future__ import annotations
from collections.abc import Callable
from pf1e_simulator.combat import (
ACTION_RESULT_REASONS,
Action,
ActionResult,
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_grid, make_state
PolicyFn = Callable[[CombatEngine, CombatantState], tuple[Action, ...]]
_WAIT: tuple[Action, ...] = (Action(kind="wait"),)
def _combatant(id_: str, *, 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=30,
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 _wall_grid() -> Grid:
"""Open 8x8 floor with a wall column segment at (0, 2)."""
rows = [".." + "#" + "." * 5] + ["." * 8] * 7
legend = {
".": TerrainType(type="floor", move_cost=1),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
spec = MapSpec(name="walls", terrain=tuple(rows), legend=legend)
return Grid.from_spec(spec)
def _hero_vs_foe(
policy: PolicyFn, rng: list[int], round_cap: int, *, foe_pos: tuple[int, int],
grid: Grid | None = None,
) -> CombatEngine:
"""hero (acts first) at (0, 0); foe at ``foe_pos``; scripted rolls."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
foe = make_state(_combatant("foe"), "monsters", foe_pos)
return CombatEngine(
ScriptedRng(rng), grid or make_grid(), [hero, foe],
policy=policy, round_cap=round_cap,
)
# ── (a) move to a specific free cell off the auto-path ────────────────────────
def test_move_to_destination_off_the_enemy_path() -> None:
# Foe at (0, 4): the auto-path would walk hero along row 0 toward (0, 3).
# The destination (3, 0) is NOT on that path — hero must go there instead.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(3, 0)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
hero = eng._states[0]
assert hero.pos == (3, 0)
assert "round 1 hero: move -> (3,0)" in t
assert not any("move (0,0)->" in line for line in t)
assert hero.last_action_results == [
ActionResult(kind="move", ok=True, reason="ok")
]
def test_move_destination_walk_uses_aoo_machinery() -> None:
# Foe at (1, 1) threatens (0, 0): the first step away provokes an AoO
# (d20 1 + 5 = 6 vs AC 10 -> MISS) resolved before leaving the square.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(3, 0)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5, 1], round_cap=1, foe_pos=(1, 1))
t = eng.run().transcript
assert eng._states[0].pos == (3, 0)
assert "round 1 foe: AoO vs hero d20=1+5=6 AC 10 -> MISS" in t
lines = "\n".join(t)
assert lines.index("AoO vs hero") < lines.index("round 1 hero: move -> (3,0)")
assert eng._aoo_used == {"foe": 1}
# ── (b) out-of-bounds / impassable / occupied destinations ────────────────────
def test_out_of_bounds_destination_is_unreachable() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(99, 99)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=False, reason="unreachable_destination")
]
assert "unreachable_destination" in ACTION_RESULT_REASONS
def test_impassable_destination_is_unreachable() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 2)),)
return _WAIT
eng = _hero_vs_foe(
policy, [10, 5], round_cap=1, foe_pos=(0, 4), grid=_wall_grid()
)
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
def test_occupied_destination_is_unreachable() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 4)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
# ── (c) destination beyond the speed budget ───────────────────────────────────
def test_destination_beyond_speed_budget_is_unreachable() -> None:
# speed 30 ft = 6 cells; (0, 7) is 7 cells away — out of reach this turn.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 7)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(7, 7))
t = eng.run().transcript
assert "round 1 hero: move rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=False, reason="unreachable_destination")
]
# ── (d) 5-foot step to an adjacent cell; non-adjacent rejected ────────────────
def test_step5_to_adjacent_destination_does_not_provoke() -> None:
# Foe at (0, 1) threatens the starting square: the 5-ft step must NOT
# provoke (no extra scripted rolls beyond initiative).
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(1, 0)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 1))
t = eng.run().transcript
hero = eng._states[0]
assert hero.pos == (1, 0)
assert "round 1 hero: 5ft step (0,0)->(1,0)" in t
assert not any("AoO" in line for line in t)
assert hero.last_action_results == [
ActionResult(kind="5foot_step", ok=True, reason="ok")
]
def test_step5_to_non_adjacent_destination_is_rejected() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(0, 2)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
assert eng._states[0].last_action_results == [
ActionResult(kind="5foot_step", ok=False, reason="unreachable_destination")
]
def test_step5_to_occupied_destination_is_rejected() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(0, 1)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 1))
t = eng.run().transcript
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
def _corner_grid() -> Grid:
"""Open 8x8 floor with a wall at (1, 0) — a corner for the (0,0)->(1,1) step."""
rows = ["." * 8, "#" + "." * 7] + ["." * 8] * 6
legend = {
".": TerrainType(type="floor", move_cost=1),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
spec = MapSpec(name="corner", terrain=tuple(rows), legend=legend)
return Grid.from_spec(spec)
def _corridor_grid() -> Grid:
"""A one-cell corridor along row 0 (rest walls) — no way around an ally."""
rows = ["." * 8] + ["#" * 8] * 7
legend = {
".": TerrainType(type="floor", move_cost=1),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
spec = MapSpec(name="corridor", terrain=tuple(rows), legend=legend)
return Grid.from_spec(spec)
def _hero_ally_foe(
policy: PolicyFn, rng: list[int], *, ally_pos: tuple[int, int], foe_pos: tuple[int, int],
) -> CombatEngine:
"""hero+ally (players) and foe (monsters) on the corridor; hero acts first."""
hero = make_state(_combatant("hero", initiative_mod=2), "players", (0, 0))
ally = make_state(_combatant("ally"), "players", ally_pos)
foe = make_state(_combatant("foe"), "monsters", foe_pos)
return CombatEngine(
ScriptedRng(rng), _corridor_grid(), [hero, ally, foe],
policy=policy, round_cap=1,
)
def test_move_passes_through_friendly_square() -> None:
# SRD Movement: "You can move through a square occupied by a friendly
# character, unless you are charging." Ally at (0, 1) is the only route
# to the foe at (0, 3) — the move crosses it and ends free at (0, 2).
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", target_id="foe"),)
return _WAIT
eng = _hero_ally_foe(policy, [10, 5, 5], ally_pos=(0, 1), foe_pos=(0, 3))
t = eng.run().transcript
assert "round 1 hero: move (0,0)->(0,1)->(0,2)" in t
assert eng._states[0].pos == (0, 2)
def test_move_cannot_end_on_friendly_square() -> None:
# Ally at (0, 2) directly in front of the foe: the walk crosses it but
# must not END there — the path is trimmed to the last free cell (0, 1).
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", target_id="foe"),)
return _WAIT
eng = _hero_ally_foe(policy, [10, 5, 5], ally_pos=(0, 2), foe_pos=(0, 3))
t = eng.run().transcript
assert "round 1 hero: move (0,0)->(0,1)" in t
assert eng._states[0].pos == (0, 1)
def test_run_passes_through_friendly_square() -> None:
# Run reuses the move machinery, so allies are passable there too.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="run", target_id="foe"),)
return _WAIT
eng = _hero_ally_foe(policy, [10, 5, 5], ally_pos=(0, 1), foe_pos=(0, 4))
t = eng.run().transcript
assert eng._states[0].pos == (0, 3)
assert "round 1 hero: run" in t
def test_move_to_destination_behind_friendly_square() -> None:
# Explicit destination (0, 2) past the ally at (0, 1): reachable now that
# the cost field lets the path cross friendly squares.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", destination=(0, 2)),)
return _WAIT
eng = _hero_ally_foe(policy, [10, 5, 5], ally_pos=(0, 1), foe_pos=(0, 7))
t = eng.run().transcript
assert "round 1 hero: move -> (0,2)" in t
assert eng._states[0].pos == (0, 2)
def test_charge_still_blocked_by_friendly_square() -> None:
# The charge exception: "unless you are charging" — the ally at (0, 1)
# on the straight line keeps the charge impossible; the hero stays put.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="charge", target_id="foe"),)
return _WAIT
eng = _hero_ally_foe(policy, [10, 5, 5], ally_pos=(0, 1), foe_pos=(0, 3))
t = eng.run().transcript
assert eng._states[0].pos == (0, 0)
assert not any("hero: charge" in line for line in t)
def test_step5_diagonal_past_corner_is_rejected() -> None:
# SRD Measuring Distance: "You can't move diagonally past a corner
# (even by taking a 5-foot step)." Wall at (1, 0) blocks the flank.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(1, 1)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(7, 7), grid=_corner_grid())
t = eng.run().transcript
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t
assert eng._states[0].pos == (0, 0)
def test_step5_diagonal_with_clear_flanks_is_allowed() -> None:
# The same diagonal step on an open grid (both flanks passable) is legal.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(1, 1)),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(7, 7))
t = eng.run().transcript
assert "round 1 hero: 5ft step (0,0)->(1,1)" in t
assert eng._states[0].pos == (1, 1)
def test_auto_move_does_not_cut_wall_corner() -> None:
# SRD Measuring Distance: "You can't move diagonally past a corner."
# Wall at (1, 0) flanks the (0,0)->(1,1) diagonal: the auto-directed
# move must walk around it (via (0, 1)), never through the corner.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", target_id="foe"),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(2, 2), grid=_corner_grid())
t = eng.run().transcript
move_line = next(ln for ln in t if "hero: move" in ln)
assert "(0,0)->(1,1)" not in move_line # no corner cut
assert "(0,0)->(0,1)" in move_line # went around the wall
def test_auto_step5_does_not_cut_wall_corner() -> None:
# The auto 5-foot step takes its single step from the same greedy walk,
# so it too must refuse the corner-cutting diagonal toward the foe.
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", target_id="foe"),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(2, 2), grid=_corner_grid())
t = eng.run().transcript
assert "round 1 hero: 5ft step (0,0)->(1,1)" not in t
assert "round 1 hero: 5ft step (0,0)->(0,1)" in t
assert eng._states[0].pos == (0, 1)
# ── (e) U1 preserved: neither target nor destination → missing_target ─────────
def test_move_without_target_or_destination_is_missing_target() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move"), Action(kind="5foot_step"))
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4))
t = eng.run().transcript
assert "round 1 hero: move rejected (missing_target)" in t
assert "round 1 hero: 5foot_step rejected (missing_target)" in t
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=False, reason="missing_target"),
ActionResult(kind="5foot_step", ok=False, reason="missing_target"),
]
# ── (f) target-only move still auto-paths byte-identically ────────────────────
def test_move_with_target_auto_paths_as_before() -> None:
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="move", target_id="foe"),)
return _WAIT
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 5))
result = eng.run()
assert result.transcript == (
"initiative: hero d20=10+2=12",
"initiative: foe d20=5+0=5",
"round 1 hero: move (0,0)->(0,1)->(0,2)->(0,3)->(0,4)",
"round 1 foe: wait",
"battle over: draw after 1 rounds",
)
assert eng._states[0].pos == (0, 4)
assert eng._states[0].last_action_results == [
ActionResult(kind="move", ok=True, reason="ok")
]
# ── (g) 5-foot step blocked by difficult terrain ────────────────────────────
def _rubble_adjacent_grid() -> Grid:
"""8x8 grid where (0, 1) is difficult terrain (rubble, cost 2)."""
rows = [".~" + "." * 6] + ["." * 8] * 7
legend = {
".": TerrainType(type="floor", move_cost=1),
"~": TerrainType(type="rubble", move_cost=2),
}
return Grid.from_spec(MapSpec(name="rubble", terrain=tuple(rows), legend=legend))
def test_step5_to_difficult_destination_is_rejected() -> None:
"""SRD Take 5-Foot Step: hampered by difficult terrain blocks the step."""
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(0, 1)),)
return _WAIT
grid = _rubble_adjacent_grid()
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4), grid=grid)
t = eng.run().transcript
assert eng._states[0].pos == (0, 0)
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t
def test_step5_auto_path_to_difficult_is_blocked() -> None:
"""SRD Take 5-Foot Step: auto-directed step into difficult terrain blocked."""
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", target_id="foe"),)
return _WAIT
legend = {
".": TerrainType(type="floor", move_cost=1),
"~": TerrainType(type="rubble", move_cost=2),
"#": TerrainType(type="wall", move_cost=None, blocks_los=True),
}
# Hero at (0,0), wall at (0,1) blocks east, rubble at (1,0) is the only exit.
# Foe at (2,0) -- the greedy walk must go through (1,0) rubble.
rows = [".#" + "." * 6, "~" + "." * 7] + ["." * 8] * 6
grid = Grid.from_spec(MapSpec(name="funnel", terrain=tuple(rows), legend=legend))
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(2, 0), grid=grid)
t = eng.run().transcript
assert eng._states[0].pos == (0, 0)
assert "round 1 hero: wait (cannot step)" in t
def test_step5_from_difficult_origin_is_rejected() -> None:
"""SRD Take 5-Foot Step: origin on difficult terrain also blocks the step."""
def policy(_engine: CombatEngine, state: CombatantState) -> tuple[Action, ...]:
if state.combatant.id == "hero":
return (Action(kind="5foot_step", destination=(1, 1)),)
return _WAIT
legend = {
".": TerrainType(type="floor", move_cost=1),
"~": TerrainType(type="rubble", move_cost=2),
}
rows = ["~" + "." * 7] + ["." * 8] * 7
grid = Grid.from_spec(MapSpec(name="rubble", terrain=tuple(rows), legend=legend))
eng = _hero_vs_foe(policy, [10, 5], round_cap=1, foe_pos=(0, 4), grid=grid)
t = eng.run().transcript
assert eng._states[0].pos == (0, 0)
assert "round 1 hero: 5foot_step rejected (unreachable_destination)" in t