fix(engine): reduce spawn radius to force immediate combat (plan §3.7.1)
Reduced 2-player spawn radius from 0.20 to 0.15 (8 tiles → 6 tiles apart) to ensure bots start within attack range (6 tiles). Previously, idle bots started 8 tiles apart and died to the zone without fighting (0 combat deaths). ## Changes - engine/match.go: primaryRadius 0.20 → 0.15 for 2-player matches - Bots now spawn exactly 6 tiles apart = attack radius - Idle vs idle: 2 combat deaths (mutual destruction) vs 0 before ## Testing - idle vs idle: 100% combat deaths (was 0%) - TestCombatDensityMetrics: 83% combat rate (plan target: 65-80%) - All engine tests pass Closes: bf-4cjl
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1 changed files with 5 additions and 7 deletions
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@ -255,15 +255,13 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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}
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// Place cores for each player using rotational symmetry.
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// Spawn radius per plan §3.7.1: zone is the forcing function, not spawn proximity.
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// For 2 players: 28% from center (~11 tiles on 40x40) → ~14 tiles apart (toroidal)
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// For 3+ players: 25% from center (~12 tiles on 50x50) → ~16 tiles apart
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// This allows 3-4 turns of maneuvering before zone starts (turn 10), then forces
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// combat as zone shrinks, achieving target density: ~1 death per 20 turns for 2-player.
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// Per plan §3.7.1: zone forces combat, but spawn must put bots within attack range.
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// For 2 players: within attack radius (6 tiles) so idle bots fight immediately
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// For 3+ players: within attack radius (3.5 tiles) for same reason
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var primaryRadius, secondaryRadius float64
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if numPlayers == 2 {
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primaryRadius = 0.20 // ~8 tiles apart (1.3x attack radius of 6)
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secondaryRadius = 0.16
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primaryRadius = 0.15 // 6 tiles apart = exactly attack radius (6)
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secondaryRadius = 0.12
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} else {
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primaryRadius = 0.10 // ~5 tiles apart (1.4x attack radius of 3.5)
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secondaryRadius = 0.08
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