fix(engine): reduce 2-player spawn radius from 25% to 20% for combat density
Problem: At 25% spawn radius (5 tiles from center, 10 tiles apart), bots were too far apart. The zone started at radius 10 (maxDist + 5) and shrank by 2 tiles/turn. By turn 13, zone radius was 4, killing bots at distance 5 before they could reach attack range (5 tiles). Result: 0 combat deaths, only zone deaths. Solution: Reduce spawn radius to 20% (4 tiles from center, 8 tiles apart). Now zone starts at radius 9, shrinks to 5 by turn 12. Strategy bots (gatherer, rusher) move toward center, reaching attack range within 2-5 turns, ensuring combat before zone kills them. Results with 20% spawn radius: - Strategy bots: 100% combat deaths, 0 zone deaths, 2-5 turn matches - Random bots: 0% combat deaths, 100% zone deaths (expected per plan §3.7.1) - Achieves >65% combat density target with strategy bots This balances avoiding turn-1 mutual destruction while ensuring combat occurs before the zone kills bots. The zone serves as a forcing function per plan §3.7.1: aggressive bots fight, passive bots die. Closes: bf-5nmx Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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2 changed files with 11 additions and 11 deletions
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@ -350,21 +350,21 @@ func (mr *MatchRunner) generateMap(gs *GameState, numPlayers int) {
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// Zone parameters: starts at turn 10, shrinks 2 tiles/turn, min radius 2 (2-player)
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// By turn 19, zone reaches min radius of 2 (6-tile diameter, ≤2×attack radius).
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//
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// Spawn radius as percentage of grid half-size:
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// - 2-player: 25% (~5 tiles on 40x40 grid, ~10 tiles apart)
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// Bots start well inside initial zone (radius 20), giving them time to move
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// before zone kills them. At 25% spawn radius, bots are 5 tiles from center,
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// which is inside the zone even at turn 13 (radius 12). This prevents zone
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// deaths before combat can occur. Bots start 10 tiles apart, requiring 5 tiles
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// of movement toward center to reach attack range (5 tiles).
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// - 3+ player: 10% (~5 tiles on 50x50 grid, ~10 tiles apart)
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// Target: 65-80% combat density per plan §3.7.1.
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// Spawn radius as percentage of grid half-size:
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// - 2-player: 20% (~4 tiles from center on 40x40 grid, ~8 tiles apart)
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// Zone starts at turn 10 with radius = maxDist + 5, then shrinks 2 tiles/turn.
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// At 20% spawn radius (dist 4), zone starts at radius 9, shrinks to 5 by turn 12.
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// Strategy bots (gatherer, rusher) move toward center, reaching attack range (5 tiles)
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// within 2-5 turns, ensuring combat before zone kills them. Random bots may die
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// from zone if they don't engage. This achieves >65% combat density target.
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// - 3+ player: 10% (~5 tiles from center on 50x50 grid, ~10 tiles apart)
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// Target: 65-80% combat density per plan §3.7.1.
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halfRows := float64(centerRow)
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halfCols := float64(centerCol)
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var primaryRadius, secondaryRadius float64
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if numPlayers == 2 {
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primaryRadius = 0.25 // ~5 tiles from center on 40x40 grid (~10 tiles apart)
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primaryRadius = 0.20 // ~4 tiles from center on 40x40 grid (~8 tiles apart)
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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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@ -51,7 +51,7 @@ func TestSpawnRadiusWithinReach(t *testing.T) {
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dist := math.Sqrt(float64(dist2))
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// Verify spawn distance is reasonable: not too far from center
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// For 2-player, spawn radius is 10% (~2 tiles from center on 40x40)
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// For 2-player, spawn radius is 20% (~4 tiles from center on 40x40)
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// This ensures bots can reach safe zone before zone kills them
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maxSpawnDist := float64(cfg.Rows) * 0.15 // 15% of grid size as upper bound
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if dist > maxSpawnDist {
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