From b74eecad50a0f49b563bc1b7d27bafe8b18283dc Mon Sep 17 00:00:00 2001 From: jedarden Date: Sun, 24 May 2026 15:26:37 -0400 Subject: [PATCH] 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 --- engine/types.go | 1 + 1 file changed, 1 insertion(+) diff --git a/engine/types.go b/engine/types.go index 8f6fbb0..e284b99 100644 --- a/engine/types.go +++ b/engine/types.go @@ -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