docs(plan): add ZONE phase to turn structure documentation

The ZONE phase (shrinking zone that kills bots outside the safe radius)
exists in engine/turn.go but was not documented in plan §3.7 "Turn Structure".
This phase is a critical forcing function for combat density - it compresses
bots into contact range so focus-fire combat triggers.

Updated plan §3.7 to include the ZONE phase between COMBAT and CAPTURE
with appropriate description of its purpose and mechanics.

Closes: bf-50ph

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
jedarden 2026-05-24 17:36:22 -04:00
parent b7817ea073
commit 35611c49ac

View file

@ -454,15 +454,20 @@ Each turn executes in a strict, deterministic sequence:
3. Validate all responses against schema
4. Phase: MOVE — execute valid movement orders
5. Phase: COMBAT — resolve focus-fire algorithm, remove dead bots
6. Phase: CAPTURE — enemy bots on undefended cores raze them
6. Phase: ZONE — shrinking zone kills bots outside the safe radius
(Forces bots into contact range for combat engagement.
Zone starts at a configured turn and shrinks over time
until reaching a minimum radius. Bots outside the zone
are killed immediately, creating pressure to fight.)
7. Phase: CAPTURE — enemy bots on undefended cores raze them
(A core is undefended if no bot belonging to
the core's owner occupies the core's tile after
the attack phase resolves. An enemy bot on an
undefended core's tile razes it.)
7. Phase: COLLECT — uncontested energy adjacent to bots is collected
8. Phase: SPAWN — players with ≥3 energy spawn bots at eligible cores
9. Phase: ENERGY_TICK — energy nodes on their interval produce new energy
10. Phase: ENDGAME — check win conditions
8. Phase: COLLECT — uncontested energy adjacent to bots is collected
9. Phase: SPAWN — players with ≥3 energy spawn bots at eligible cores
10. Phase: ENERGY_TICK — energy nodes on their interval produce new energy
11. Phase: ENDGAME — check win conditions
11. Record turn state for replay
```