- Remove omitempty tag from Events field in ReplayTurn
- Create a proper slice copy of gs.Events in RecordTurn
- Prevents null events array in JSON output
- Fixes parsing errors in analysis scripts
Closes: bf-6amz0, bf-3l7tf
Per plan §7.1, the replay format should include combat_deaths array
at the top level for easy access. Previously this field only existed
inside the Result object, causing all replays to show combat_deaths: null
at the top level despite having combat_death events in the turns array.
Changes:
- Add CombatDeaths []int field to Replay struct with json tag
- Populate CombatDeaths in Finalize() from result.CombatDeaths
Closes: bf-36tko
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add configurable active zone that contracts toward map center on an interval,
forcing bots together to trigger focus-fire engagements. Bots outside the zone
die with reason "zone", and zone bounds are recorded in replay turns.
Config fields:
- ZoneEnabled: enable/disable the zone
- ZoneStartTurn: turn when zone starts shrinking (default 50)
- ZoneShrinkInterval: turns between shrink steps (default 5)
- ZoneShrinkStep: tiles to shrink each step (default 2)
- ZoneMinRadius: minimum zone radius (default 10)
Turn sequence update: MOVE → COMBAT → ZONE → CAPTURE → COLLECT → SPAWN → ENERGY_TICK
Zone phase inserted after COMBAT, uses toroidal distance calculation,
and emits bot_died events with reason "zone" for killed bots.
Replay update: ZoneBounds struct added to ReplayTurn to record center,
radius, and active state per turn for visualization.
Determinism verified: all tests pass, engine remains deterministic.
Closes: bf-2g96
Collect GameState snapshots during match execution (one per turn), then
run 100 random-play rollouts per snapshot post-match to compute per-turn
win probabilities and detect critical moments (|delta| > 0.15). Results
are stored in the replay JSON as win_prob and critical_moments fields.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Add engine package with toroidal grid, game state, turn execution
- Implement focus-fire combat resolution with simultaneous deaths
- Add fog of war visibility filtering for bot state
- Implement energy collection (contested resources denied)
- Add bot spawning at active cores
- Implement win conditions: elimination, draw, dominance, turns
- Add replay JSON writer for match recording
- Add match runner with concurrent bot communication
- Add CLI tools: acb-local (match runner), acb-mapgen (map generator)
- Add comprehensive unit tests (26 tests passing)
Exit criteria met: can run complete 500-turn matches and produce valid replays
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>