Implement center-weighted energy distribution as a forcing function
to pull players into contested midfield, increasing combat density.
Changes:
- engine/match.go: Update placeEnergyNodes to use tiered radius
distribution (30% central 0.05-0.20, 40% mid 0.20-0.40, 30% outer
0.40-0.60) instead of uniform 0.3-0.7
- engine/integration_test.go: Add TestIntegration_CenterWeightedEnergy
to verify ~25% of energy nodes spawn in central zone
- cmd/acb-mapgen: Already had tiered distribution (unchanged, just
comments updated)
- cmd/acb-mapgen/mapgen_test.go: Add TestGenerateMap_CenterWeightedEnergy
This uses the existing economic incentive (energy collection) as a
forcing function without changing combat resolution or scoring.
Closes: bf-648i
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Reduce default 2-player map size from 60x60 to 40x40 (from 3600 to 1600
tiles) to increase encounter frequency and combat density. Add -skirmish
flag to acb-mapgen for generating even smaller dense maps (32x32, 0.20
wall density, 15 energy nodes) with "skirmish_" ID prefix.
Changes:
- engine/types.go: DefaultConfig() returns 40x40, ConfigForPlayers()
uses 800 tiles/player for 2-player (40x40) and 2000 tiles/player for
3+ players
- cmd/acb-matchmaker/tickers.go: gridForPlayers() returns 40x40 for 2
players
- cmd/acb-map-evolver/main.go: gridForPlayers() returns 40x40 for 2
players
- cmd/acb-mapgen/main.go: defaults to 40x40, adds -skirmish flag for
32x32 high-density maps
- cmd/acb-matchmaker/tickers_test.go: update test expectations for new
40x40 default
Closes: bf-39wt
Replace broken Taylor series sin/cos approximations with math.Sin/math.Cos
in both engine/match.go and cmd/acb-mapgen. The Taylor series produced
incorrect results for angles > π, causing wrong positions in 3+ player maps.
Upgrade map generator wall placement from random scatter to cellular
automata (B5/S4 rule, 4 iterations) with rotational symmetry enforcement
and connectivity validation. Add comprehensive mapgen tests and dominance
win condition tests.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add connectivity.go: BFS-based map connectivity validation with retry
- Update mapgen to use connectivity checking by default
- Add determinism_test.go: property-based tests for reproducibility
- Same seed produces identical replays
- Turn execution is deterministic
- Grid operations are deterministic
- Combat resolution is deterministic
- Full 500-turn match validation
- All 32 tests pass
- Update PROGRESS.md: Phase 1 complete
Co-Authored-By: Claude Opus 4.6 <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>