# AI Code Battle - Implementation Progress ## Current Phase: Phase 1 - Core Engine **Status: ✅ COMPLETE** ### Completed - [x] Go module initialization (`github.com/aicodebattle/acb`) - [x] Project structure (`engine/`, `cmd/acb-local/`, `cmd/acb-mapgen/`) - [x] Core types (`engine/types.go`) - Position, Tile, Direction, Bot, Core, EnergyNode, Player - Config with default values - MatchResult, VisibleState (fog-filtered state) - [x] Grid implementation (`engine/grid.go`) - Toroidal wrapping - Distance calculations (squared for performance) - Visibility computation - Wall/obstacle handling - [x] Game state (`engine/game.go`) - State management for bots, cores, energy, players - Bot spawning and killing - Fog of war filtering - [x] Turn execution (`engine/turn.go`) - Movement phase with collision detection - Focus-fire combat resolution - Core capture mechanics - Energy collection (contested resources) - Bot spawning at active cores - Energy node ticking - Win condition checking (elimination, draw, dominance, turns) - [x] Replay writer (`engine/replay.go`) - Full replay JSON format - Turn-by-turn state recording - [x] Match runner (`engine/match.go`) - Concurrent bot communication - Per-turn timeout - Symmetric map generation - [x] Local bot interface (`engine/bot_local.go`) - RandomBot, IdleBot implementations - [x] CLI runner (`cmd/acb-local/main.go`) - Configurable parameters (seed, size, turns) - Replay output - [x] Map generator (`cmd/acb-mapgen/main.go`) - Rotational symmetry (2/3/4/6 players) - Configurable density - [x] Unit tests for core engine - Grid operations, wrapping, distances - Combat resolution (1v1, 2v1, formations) - Core capture - Energy collection - Spawning - Win conditions - [x] Map generator connectivity validation (`cmd/acb-mapgen/connectivity.go`) - BFS-based connectivity check - Retry mechanism for connected map generation - [x] Determinism tests (`engine/determinism_test.go`) - Same seed produces identical replays - Turn execution is deterministic - Grid operations are deterministic - Combat resolution is deterministic - Replay serialization round-trip - Full 500-turn match validation ### Exit Criteria Progress | Criterion | Status | |-----------|--------| | Can run a complete 500-turn match locally | ✅ Works | | Produce a valid replay file | ✅ Works | | Comprehensive unit tests | ✅ 32 tests passing | ## Next Phase: Phase 2 - HTTP Protocol & Strategy Bots **Status: Ready to start** ## File Structure ``` ai-code-battle/ ├── go.mod ├── engine/ │ ├── types.go # Core data types │ ├── grid.go # Toroidal grid implementation │ ├── game.go # Game state management │ ├── turn.go # Turn execution phases │ ├── replay.go # Replay recording │ ├── match.go # Match runner │ ├── bot_local.go # Local bot interface │ ├── grid_test.go # Grid tests │ └── turn_test.go # Turn execution tests ├── cmd/ │ ├── acb-local/ # CLI match runner │ │ └── main.go │ └── acb-mapgen/ # Map generator │ └── main.go └── docs/ └── plan/ └── plan.md # Full implementation plan ``` ## Key Design Decisions 1. **Position-based moves**: Bots are identified by their current position in the move protocol (not bot IDs), which works better with fog of war. 2. **Squared distances**: Using squared distances throughout (Distance2, Radius2) avoids expensive square root operations. 3. **Simultaneous resolution**: Combat deaths are computed first, then applied, ensuring true simultaneous resolution. 4. **Symmetric map generation**: Maps are generated by creating one sector and rotating for all players. ## Running Tests ```bash go test ./engine/... -v ``` ## Building CLI Tools ```bash go build ./cmd/acb-local go build ./cmd/acb-mapgen ``` ## Example Usage ```bash # Run a match ./acb-local -seed 42 -max-turns 100 -output replay.json -verbose # Generate a map ./acb-mapgen -players 2 -rows 60 -cols 60 -output map.json ```