docs(plan): update attack_radius2 from 5 to 12 to match current implementation
The plan documentation had stale values for attack_radius2 (5 instead of 12). The implementation was changed as part of combat density work to use AttackRadius2=12 (~3.46 tiles) for both 2-player and 3+ player configs. Updated sections: - Section 3.4 Combat: changed default value and tile radius description - JSON examples in protocol sections: updated example config values - Bot compatibility note: updated hardcoded value reference Closes: bf-29j3 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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1 changed files with 5 additions and 5 deletions
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@ -384,8 +384,8 @@ Energy is the sole resource. It is used to spawn new bots.
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Combat uses a **focus fire** algorithm inspired by the aichallenge ants system.
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This rewards formations and positioning over raw unit count.
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**Attack radius:** squared Euclidean distance ≤ `attack_radius2` (default: **5**,
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meaning ~2.24 tiles — includes cardinal and diagonal neighbors plus one more ring).
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**Attack radius:** squared Euclidean distance ≤ `attack_radius2` (default: **12**,
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meaning ~3.46 tiles — includes cardinal and diagonal neighbors plus two more rings).
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**Resolution (simultaneous):**
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@ -537,7 +537,7 @@ Engine Bot
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"cols": 60,
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"max_turns": 500,
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"vision_radius2": 49,
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"attack_radius2": 5,
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"attack_radius2": 12,
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"spawn_cost": 3,
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"energy_interval": 10
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},
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@ -1085,7 +1085,7 @@ client-side reconstruction of every game turn.
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"cols": 60,
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"max_turns": 500,
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"vision_radius2": 49,
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"attack_radius2": 5,
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"attack_radius2": 12,
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"spawn_cost": 3,
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"energy_interval": 10
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},
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@ -4051,7 +4051,7 @@ Seasonal changes are just different values:
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```
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Bots that read `config.attack_radius2` adapt automatically. Bots that
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hardcode `attack_radius2 = 5` still work but use stale assumptions.
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hardcode `attack_radius2 = 12` still work but use stale assumptions.
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`special_tiles` is a new array listing any non-standard tile types in
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play — old bots that don't read it are unaffected.
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