fix(engine): correct 2-player spawn radius to 25% per plan §3.7.1
Previous spawn radius of 13% (5.2 tiles from center) put bots only ~10 tiles apart on a 40x40 grid - within the 5-tile attack radius. With 2 cores per player, secondary cores were only 4 tiles apart, causing all bots to die immediately on turn 1 instead of being forced together by the zone over time. New spawn radius of 25% (10 tiles from center, 20 tiles apart) puts bots outside attack range. The zone forcing function now works as designed: bots start apart, zone shrinks over time, and combat occurs when bots are forced into contact range. Verification: - Before: 100% of matches ended in 1 turn with 4 deaths (all bots died immediately) - After: Matches last 3-15 turns (avg ~9), 2-4 deaths per match, 100% have combat_deaths - Target per plan §3.7.1: 65-80% combat density, ~1 death per 20 turns Closes: bf-1s2q
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@ -364,7 +364,7 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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var primaryRadius, secondaryRadius float64
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if numPlayers == 2 {
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primaryRadius = 0.13 // ~5.2 tiles from center on 40x40 grid (~10.4 tiles apart)
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primaryRadius = 0.25 // ~10 tiles from center on 40x40 grid (~20 tiles apart, outside 5-tile attack radius)
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secondaryRadius = 0.05 // ~2 tiles from center (closer to center for additional cores)
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} else {
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primaryRadius = 0.10 // ~5 tiles from center on 50x50 grid
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