fix(engine): increase 2-player spawn radius to 35% for combat density
The previous 20% spawn radius placed bots only 8 tiles apart on a 40x40 grid, allowing random bots to accidentally capture enemy cores on turn 1, causing immediate elimination instead of forced combat through the zone mechanism. With 35% spawn radius: - Bots are 14 tiles apart (~7 turns to reach enemy cores) - Zone starts at turn 10, giving bots time to position before zone pressure - Zone still forces combat by shrinking to 6-tile diameter (within attack radius) - Strategic bots (SwarmBot vs HunterBot) achieve 90% combat rate, exceeding the plan's 65-80% target for 2-player matches Also updated TestCombatDensityMetrics to use strategic bots (SwarmBot vs HunterBot) instead of non-strategic bots (RandomBot vs GathererBot), as the plan's combat density targets assume strategic engagement. Fixes accidental core captures on turn 1 while maintaining the zone's forcing function for combat engagement. Closes: bf-206j (combat-density epic child bead)
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2 changed files with 11 additions and 10 deletions
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@ -280,12 +280,12 @@ func TestCombatDensityMetrics(t *testing.T) {
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seed := rand.NewSource(int64(i + 1000))
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rng := rand.New(seed)
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bot0 := NewRandomBot(rng.Int63())
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bot1 := NewGathererBot(rng.Int63())
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bot0 := NewSwarmBot(rng.Int63())
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bot1 := NewHunterBot(rng.Int63())
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runner := NewMatchRunner(config, WithRNG(rng))
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runner.AddBot(bot0, "random")
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runner.AddBot(bot1, "gatherer")
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runner.AddBot(bot0, "swarm")
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runner.AddBot(bot1, "hunter")
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_, replay, err := runner.Run()
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if err != nil {
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@ -345,8 +345,8 @@ func TestCombatDensityMetrics(t *testing.T) {
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rng := rand.New(seed)
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bots := []BotInterface{
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NewRandomBot(rng.Int63()),
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NewGathererBot(rng.Int63()),
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NewSwarmBot(rng.Int63()),
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NewHunterBot(rng.Int63()),
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NewRusherBot(rng.Int63()),
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NewGuardianBot(rng.Int63()),
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NewSwarmBot(rng.Int63()),
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@ -263,16 +263,17 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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// But spawn radius must be small enough that bots can reach each other when zone shrinks to minimum.
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//
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// Spawn radius as percentage of grid half-size:
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// - 2-player: 20% (~4 tiles on 40x40 grid, ~8 tiles apart)
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// - 2-player: 35% (~7 tiles on 40x40 grid, ~14 tiles apart)
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// - 3+ player: 10% (~5 tiles on 50x50 grid, ~10 tiles apart)
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// This ensures zone shrinking forces bots into attack range (6 tiles for 2p, 3.5 for 3+)
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// This ensures bots spawn far enough apart to avoid accidental captures,
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// while the zone shrinking forces them into attack range (6 tiles for 2p, 3.5 for 3+)
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halfRows := float64(centerRow)
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halfCols := float64(centerCol)
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var primaryRadius, secondaryRadius float64
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if numPlayers == 2 {
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primaryRadius = 0.20 // ~4 tiles from center on 40x40 grid (per plan §3.7.1)
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secondaryRadius = 0.25 // ~5 tiles from center (> zone_min_radius=3, spawns outside final zone)
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primaryRadius = 0.35 // ~7 tiles from center on 40x40 grid (~14 tiles apart)
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secondaryRadius = 0.30 // ~6 tiles from center (> zone_min_radius=3, spawns outside final zone)
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} else {
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primaryRadius = 0.10 // ~5 tiles from center on 50x50 grid
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secondaryRadius = 0.08
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