diff --git a/engine/match.go b/engine/match.go index 6d01a50..8bcb2b5 100644 --- a/engine/match.go +++ b/engine/match.go @@ -361,10 +361,10 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) { // By turn 19, zone reaches min radius of 2 (6-tile diameter, ≤2×attack radius). // // Spawn radius as percentage of grid half-size: - // - 2-player: 15% (~3 tiles from center on 40x40 grid, ~6 tiles apart) + // - 2-player: 10% (~2 tiles from center on 40x40 grid, ~4 tiles apart) // Zone starts at turn 10 with radius ~18, then shrinks 1 tile/turn. - // At 15% spawn radius (dist 3), bots start 6 tiles apart (just outside 5-tile attack range). - // Zone forces them into contact within ~5-8 turns, achieving the 65-80% combat density target. + // At 10% spawn radius (dist 2), bots start 4 tiles apart (well within 5-tile attack range). + // Combat begins immediately, achieving the 65-80% combat density target even with random bots. // - 3+ player: 10% (~5 tiles from center on 50x50 grid, ~10 tiles apart) // Target: 65-80% combat density per plan §3.7.1. halfRows := float64(centerRow) @@ -372,9 +372,9 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) { var primaryRadius, secondaryRadius float64 if numPlayers == 2 { - primaryRadius = 0.15 // ~3 tiles from center on 40x40 grid (~6 tiles apart) - // With attack radius of 5 tiles, bots starting 6 tiles apart are just outside attack range - // Zone starting at turn 10 forces them into contact within ~5-8 turns + primaryRadius = 0.10 // ~2 tiles from center on 40x40 grid (~4 tiles apart) + // With attack radius of 5 tiles, bots starting 4 tiles apart are well within attack range + // This ensures combat even with passive random bots, achieving 65-80% combat density secondaryRadius = 0.05 // ~2 tiles from center (closer to center for additional cores) } else { primaryRadius = 0.10 // ~5 tiles from center on 50x50 grid