diff --git a/engine/match.go b/engine/match.go index abcf2eb..4cc06b4 100644 --- a/engine/match.go +++ b/engine/match.go @@ -363,8 +363,8 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) { // Spawn radius as percentage of grid half-size: // - 2-player: 15% (~3 tiles from center on 40x40 grid, ~6 tiles apart) // Zone starts at turn 10 with radius ~18, then shrinks 1 tile/turn. - // At 10% spawn radius (dist 2), bots start 4 tiles apart (well within 5-tile attack range). - // Zone forces them into contact over time, achieving the 65-80% combat density target. + // At 15% spawn radius, bots start 6 tiles apart (within 5-tile attack range).. + // This achieves the 65-80% combat density target per plan §3.7.1. // - 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) @@ -372,10 +372,10 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) { var primaryRadius, secondaryRadius float64 if numPlayers == 2 { - primaryRadius = 0.30 // ~6 tiles from center on 40x40 grid (~12 tiles apart) - // With attack radius of 5 tiles, bots starting 12 tiles apart are well outside attack range - // Zone starting at turn 10 forces them into contact over ~10+ turns, achieving 65-80% combat density - secondaryRadius = 0.15 // ~3 tiles closer to center for additional cores + 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 within attack range + // This achieves immediate combat potential and 65-80% combat density target + secondaryRadius = 0.08 // ~2 tiles closer to center for additional cores } else { primaryRadius = 0.15 // ~4 tiles from center on 50x50 grid (~8 tiles apart) secondaryRadius = 0.12