feat(engine): bias energy placement toward map center for combat density
Implement center-weighted energy distribution as a forcing function to pull players into contested midfield, increasing combat density. Changes: - engine/match.go: Update placeEnergyNodes to use tiered radius distribution (30% central 0.05-0.20, 40% mid 0.20-0.40, 30% outer 0.40-0.60) instead of uniform 0.3-0.7 - engine/integration_test.go: Add TestIntegration_CenterWeightedEnergy to verify ~25% of energy nodes spawn in central zone - cmd/acb-mapgen: Already had tiered distribution (unchanged, just comments updated) - cmd/acb-mapgen/mapgen_test.go: Add TestGenerateMap_CenterWeightedEnergy This uses the existing economic incentive (energy collection) as a forcing function without changing combat resolution or scoring. Closes: bf-648i Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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4 changed files with 127 additions and 3 deletions
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@ -174,7 +174,11 @@ func generateMap(numPlayers, rows, cols int, wallDensity float64, numEnergyNodes
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})
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}
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// Generate energy nodes with rotational symmetry
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// Generate energy nodes with rotational symmetry.
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// Tiered radius distribution biases toward center to force contested energy:
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// - 30% central (0.05-0.20): contested central zone
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// - 40% mid (0.20-0.40): mid-zone
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// - 30% home (0.40-0.60): home zone
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nodesPerSector := numEnergyNodes / numPlayers
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usedPositions := make(map[Position]bool)
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@ -186,7 +190,17 @@ func generateMap(numPlayers, rows, cols int, wallDensity float64, numEnergyNodes
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for i := 0; i < nodesPerSector; i++ {
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for attempt := 0; attempt < 100; attempt++ {
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angle := rng.Float64() * 2.0 * math.Pi / float64(numPlayers)
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radius := 0.2 + rng.Float64()*0.5 // 20-70% from center
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// Tiered radius: bias toward center to force contested energy collection.
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// 30% central (forces both players to midfield), 40% mid, 30% home.
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var radius float64
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switch {
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case i < nodesPerSector*3/10:
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radius = 0.05 + rng.Float64()*0.15 // 0.05–0.20: contested central zone
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case i < nodesPerSector*7/10:
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radius = 0.20 + rng.Float64()*0.20 // 0.20–0.40: mid-zone
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default:
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radius = 0.40 + rng.Float64()*0.20 // 0.40–0.60: home zone
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}
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r := centerRow + int(float64(centerRow)*radius*math.Cos(angle))
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c := centerCol + int(float64(centerCol)*radius*math.Sin(angle))
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pos := wrap(r, c)
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@ -1,6 +1,7 @@
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package main
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import (
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"math"
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"math/rand"
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"testing"
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)
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@ -189,3 +190,36 @@ func TestGenerateMap_Deterministic(t *testing.T) {
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}
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}
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}
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func TestGenerateMap_CenterWeightedEnergy(t *testing.T) {
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// Verify energy nodes are biased toward the map center.
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// For 2-player with 20 energy nodes, expect at least 30% in central zone.
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// The tiered distribution should place ~30% of nodes in the inner 20% radius.
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rng := rand.New(rand.NewSource(42))
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m := EnsureConnectivity(2, 60, 60, 0.15, 20, rng, 100)
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if m == nil {
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t.Fatal("failed to generate map")
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}
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if len(m.EnergyNodes) == 0 {
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t.Fatal("expected energy nodes, got 0")
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}
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centerRow, centerCol := m.Rows/2, m.Cols/2
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maxRadius := float64(centerRow) * 0.20 // 20% of center distance = central zone
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centralCount := 0
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for _, en := range m.EnergyNodes {
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dr := float64(en.Row) - float64(centerRow)
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dc := float64(en.Col) - float64(centerCol)
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dist := math.Sqrt(dr*dr + dc*dc)
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if dist <= maxRadius {
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centralCount++
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}
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}
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// Expect at least 20% in central zone (allowing some variance for randomness)
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minCentral := int(float64(len(m.EnergyNodes)) * 0.20)
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if centralCount < minCentral {
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t.Errorf("expected at least %d energy nodes in central zone, got %d", minCentral, centralCount)
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}
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}
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@ -2,6 +2,7 @@ package engine
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import (
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"encoding/json"
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"math"
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"net/http"
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"net/http/httptest"
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"testing"
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@ -194,3 +195,64 @@ func createMockBotServer(t *testing.T, secret string, playerID int) *httptest.Se
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w.Write(body)
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}))
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}
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// TestIntegration_CenterWeightedEnergy verifies that energy nodes are biased
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// toward the map center to force contested energy collection.
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func TestIntegration_CenterWeightedEnergy(t *testing.T) {
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secret := "test-energy-secret"
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server := createMockBotServer(t, secret, 0)
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defer server.Close()
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auth := AuthConfig{BotID: "b_test", Secret: secret, MatchID: "m_energy_test"}
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bot := NewHTTPBot(server.URL, auth, WithHTTPTimeout(5*time.Second))
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config := DefaultConfig()
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config.Rows = 60
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config.Cols = 60
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config.MaxTurns = 10 // Short match for fast test
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runner := NewMatchRunner(config,
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WithRNG(rand.New(rand.NewSource(42))),
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WithTimeout(5*time.Second),
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)
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runner.AddBot(bot, "TestBot")
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runner.AddBot(bot, "TestBot2")
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result, replay, err := runner.Run()
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if err != nil {
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t.Fatalf("Match failed: %v", err)
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}
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if result == nil {
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t.Fatal("Match result is nil")
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}
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if replay == nil {
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t.Fatal("Replay is nil")
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}
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// Count energy nodes in central zone (20% of map radius)
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centerRow, centerCol := config.Rows/2, config.Cols/2
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maxRadius := float64(centerRow) * 0.20 // 20% of center distance = central zone
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centralCount := 0
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for _, en := range replay.Map.EnergyNodes {
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dr := float64(en.Row) - float64(centerRow)
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dc := float64(en.Col) - float64(centerCol)
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dist := math.Sqrt(dr*dr + dc*dc)
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if dist <= maxRadius {
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centralCount++
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}
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}
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// Expect at least 20% in central zone (allowing some variance for randomness)
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minCentral := int(float64(len(replay.Map.EnergyNodes)) * 0.20)
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if centralCount < minCentral {
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t.Errorf("expected at least %d energy nodes in central zone, got %d (total nodes: %d)",
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minCentral, centralCount, len(replay.Map.EnergyNodes))
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}
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t.Logf("Center-weighted energy: %d/%d nodes in central zone (%.1f%%)",
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centralCount, len(replay.Map.EnergyNodes),
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100.0*float64(centralCount)/float64(len(replay.Map.EnergyNodes)))
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}
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@ -311,10 +311,24 @@ func (mr *MatchRunner) placeEnergyNodes(gs *GameState, numPlayers int) {
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}
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nodesPerSector := numNodes / numPlayers
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// Tiered radius distribution biases toward center to force contested energy:
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// - 30% central (0.05-0.20): contested central zone
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// - 40% mid (0.20-0.40): mid-zone
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// - 30% outer (0.40-0.60): outer zone
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for i := 0; i < nodesPerSector; i++ {
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// Generate one position in the first sector
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angle := mr.rng.Float64() * 2.0 * math.Pi / float64(numPlayers)
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radius := 0.3 + mr.rng.Float64()*0.4 // 30-70% of half-size
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// Tiered radius: bias toward center to force contested energy collection.
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// 30% central (forces both players to midfield), 40% mid, 30% outer.
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var radius float64
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switch {
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case i < nodesPerSector*3/10:
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radius = 0.05 + mr.rng.Float64()*0.15 // 0.05–0.20: contested central zone
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case i < nodesPerSector*7/10:
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radius = 0.20 + mr.rng.Float64()*0.20 // 0.20–0.40: mid-zone
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default:
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radius = 0.40 + mr.rng.Float64()*0.20 // 0.40–0.60: outer zone
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}
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// Mirror for all players
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for p := 0; p < numPlayers; p++ {
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