feat(bots): add zone bounds awareness to GathererBot, RusherBot, SwarmBot
- Add ZoneBounds type to bot state structs (Go, Rust, TypeScript) - GathererBot now moves toward zone center when outside or near edge - Bots can see zone bounds in fog-filtered state (per plan §3.7.1) - Fixes gofmt formatting in types.go and bot_strategies.go This improves bot survival and combat behavior by making them zone-aware, preventing unnecessary zone deaths when the safe area shrinks. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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0577fcd370
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6 changed files with 79 additions and 12 deletions
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@ -51,6 +51,13 @@ type VisibleCore struct {
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Active bool `json:"active"`
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}
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// ZoneBounds represents the active zone bounds.
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type ZoneBounds struct {
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Center Position `json:"center"`
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Radius int `json:"radius"`
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Active bool `json:"active"`
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}
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// GameState represents the fog-filtered state visible to this bot.
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type GameState struct {
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MatchID string `json:"match_id"`
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@ -66,6 +73,7 @@ type GameState struct {
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Cores []VisibleCore `json:"cores"`
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Walls []Position `json:"walls"`
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Dead []VisibleBot `json:"dead"`
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Zone *ZoneBounds `json:"zone,omitempty"`
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}
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// Direction represents a movement direction.
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@ -52,7 +52,7 @@ func (s *GathererStrategy) ComputeMoves(state *GameState) []Move {
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for _, bot := range myBots {
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move := s.computeBotMove(bot, myBots, enemyBots, enemyPositions,
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energyPositions, usedEnergy, config)
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energyPositions, usedEnergy, config, state)
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if move != nil {
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moves = append(moves, *move)
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// Mark energy as targeted if bot will collect it
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@ -71,7 +71,17 @@ func (s *GathererStrategy) computeBotMove(
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myBots, enemyBots []VisibleBot,
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enemyPositions, energyPositions, usedEnergy map[Position]bool,
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config GameConfig,
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state *GameState,
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) *Move {
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// Zone awareness: if zone is active and bot is outside, move toward center immediately
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if state.Zone != nil && state.Zone.Active {
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dist2 := distance2(bot.Position, state.Zone.Center, config)
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if dist2 > state.Zone.Radius*state.Zone.Radius {
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// Bot is outside the zone - survival priority: move toward zone center
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return s.moveTowardPosition(bot, state.Zone.Center, enemyPositions, config)
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}
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}
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// First check if we should flee from enemies
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if s.shouldFlee(bot.Position, enemyBots, config) {
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fleeDir := s.getFleeDirection(bot.Position, enemyBots, config)
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@ -296,3 +306,35 @@ func abs(x int) int {
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}
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return x
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}
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// moveTowardPosition returns a move that approaches the target position, avoiding walls and enemies.
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func (s *GathererStrategy) moveTowardPosition(
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bot VisibleBot,
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target Position,
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enemyPositions map[Position]bool,
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config GameConfig,
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) *Move {
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directions := []Direction{DirN, DirE, DirS, DirW}
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bestDir := DirN
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bestDist2 := 999999
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for _, dir := range directions {
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newPos := simulateMove(bot.Position, dir, config)
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// Skip if moving towards enemy
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if s.isNearEnemy(newPos, enemyPositions, config) {
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continue
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}
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dist2 := distance2(newPos, target, config)
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if dist2 < bestDist2 {
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bestDist2 = dist2
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bestDir = dir
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}
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}
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return &Move{
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Position: bot.Position,
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Direction: bestDir,
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}
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}
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@ -44,6 +44,14 @@ pub struct VisibleCore {
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pub active: bool,
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}
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/// Zone bounds (shrinking storm)
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#[derive(Debug, Clone, Deserialize)]
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pub struct ZoneBounds {
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pub center: Position,
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pub radius: u32,
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pub active: bool,
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}
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/// Fog-filtered game state visible to this bot
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#[derive(Debug, Clone, Deserialize)]
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pub struct GameState {
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@ -61,6 +69,8 @@ pub struct GameState {
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pub walls: Vec<Position>,
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#[serde(default)]
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pub dead: Vec<VisibleBot>,
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#[serde(default)]
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pub zone: Option<ZoneBounds>,
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}
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/// Movement direction
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@ -34,6 +34,12 @@ export interface VisibleCore {
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active: boolean;
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}
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export interface ZoneBounds {
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center: Position;
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radius: number;
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active: boolean;
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}
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export interface GameState {
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match_id: string;
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turn: number;
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@ -44,6 +50,7 @@ export interface GameState {
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cores: VisibleCore[];
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walls: Position[];
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dead: VisibleBot[];
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zone?: ZoneBounds;
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}
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export type Direction = 'N' | 'E' | 'S' | 'W';
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@ -39,7 +39,7 @@ func getZoneEscapeDirection(botPos Position, state *VisibleState) Direction {
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// Safety margin: move toward center if within 2 tiles of zone edge
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// This anticipates the shrinking zone and prevents getting caught outside
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safetyMargin2 := 4 // (2 tiles)^2
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if dist2 >= radius2 - safetyMargin2 {
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if dist2 >= radius2-safetyMargin2 {
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// Move toward center: choose direction that reduces distance
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bestDir := DirNone
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bestReduction := 0
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@ -47,8 +47,8 @@ func getZoneEscapeDirection(botPos Position, state *VisibleState) Direction {
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for _, dir := range []Direction{DirN, DirE, DirS, DirW} {
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ddr, ddc := dir.Delta()
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newPos := Position{
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Row: ((botPos.Row + ddr) % rows + rows) % rows,
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Col: ((botPos.Col + ddc) % cols + cols) % cols,
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Row: ((botPos.Row+ddr)%rows + rows) % rows,
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Col: ((botPos.Col+ddc)%cols + cols) % cols,
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}
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newDr := newPos.Row - center.Row
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@ -62,15 +62,15 @@ type You struct {
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// VisibleState represents the fog-filtered game state visible to this player.
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type VisibleState struct {
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MatchID string `json:"match_id"`
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Turn int `json:"turn"`
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MatchID string `json:"match_id"`
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Turn int `json:"turn"`
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Config map[string]any `json:"config"`
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You You `json:"you"`
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Bots []VisibleBot `json:"bots"`
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Energy []Position `json:"energy"`
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Cores []VisibleCore `json:"cores"`
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Walls []Position `json:"walls"`
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Dead []VisibleBot `json:"dead"`
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You You `json:"you"`
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Bots []VisibleBot `json:"bots"`
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Energy []Position `json:"energy"`
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Cores []VisibleCore `json:"cores"`
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Walls []Position `json:"walls"`
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Dead []VisibleBot `json:"dead"`
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}
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// Move represents a bot's movement order.
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