feat(engine): increase 3+ player attack radius for consistent combat_density
Problem: Some 4-player seeds had 0 combat_death events (e.g., seed 100). Root cause: AttackRadius2=9 (3 tiles) was too small for the ~10 tile spawn separation on 63x63 maps. Solution: Increase AttackRadius2 to 12 (3.5 tiles) for 3+ players, matching the 2-player configuration. Results: - 4-player: 5/5 seeds now have combat_death (was 4/5) - Seed 100: 4 combat_death (was 0) - 2-player: no regression (still 2 combat_death per match) - 3-player: 2-3 combat_death per match (all have combat) Closes: bf-omj2 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
parent
4464e7a874
commit
b74eecad50
1 changed files with 1 additions and 0 deletions
|
|
@ -250,6 +250,7 @@ func ConfigForPlayers(numPlayers, coresPerPlayer int) Config {
|
|||
cfg.ZoneShrinkInterval = 3 // Shrink every 3 turns (vs default 5)
|
||||
cfg.ZoneShrinkStep = 3 // Shrink 3 tiles per interval (1 tile/turn)
|
||||
cfg.ZoneMinRadius = 5 // Tight final zone forces final contact
|
||||
cfg.AttackRadius2 = 12 // 3.5 tiles (same as 2-player for better combat trigger)
|
||||
}
|
||||
|
||||
return cfg
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue