Per plan §3.8, maps should be generated offline and stored in the map library, not generated on-the-fly during matches. This commit adds support for loading pre-generated maps from the database. Changes: - Add PreGeneratedMap type and WithMap option to MatchRunner - Add loadPreGeneratedMap() to parse map JSON (walls, cores) - Update worker to pass loaded map data to MatchRunner via WithMap - Fallback to on-the-fly generation if map data is invalid - Update acb-mapgen spawn radius to 25% for 2-player (aligns with match.go) - Update test to verify cores are outside final zone radius This enables the map library infrastructure (maps/, acb-mapgen, index builder) to be used in production matches instead of being ignored. Closes: bf-5m29 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
290 lines
8.9 KiB
Go
290 lines
8.9 KiB
Go
package main
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import (
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"fmt"
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"math"
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"math/rand"
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"testing"
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)
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func TestGenerateMap_Connectivity(t *testing.T) {
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// Test that generated maps always pass connectivity validation
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for _, players := range []int{2, 3, 4, 6} {
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for seed := int64(1); seed <= 10; seed++ {
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rng := rand.New(rand.NewSource(seed))
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m := EnsureConnectivity(players, 60, 60, 0.15, 20, rng, 100)
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if m == nil {
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t.Errorf("players=%d seed=%d: failed to generate connected map", players, seed)
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continue
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}
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if !CheckConnectivity(m) {
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t.Errorf("players=%d seed=%d: map not connected after generation", players, seed)
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}
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}
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}
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}
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func TestGenerateMap_CoreCount(t *testing.T) {
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for _, players := range []int{2, 3, 4, 6} {
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rng := rand.New(rand.NewSource(42))
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m := EnsureConnectivity(players, 60, 60, 0.15, 20, rng, 100)
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if m == nil {
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t.Fatalf("players=%d: failed to generate map", players)
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}
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if len(m.Cores) != players {
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t.Errorf("players=%d: expected %d cores, got %d", players, players, len(m.Cores))
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}
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// Verify each player has a core
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owners := make(map[int]bool)
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for _, c := range m.Cores {
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owners[c.Owner] = true
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}
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for p := 0; p < players; p++ {
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if !owners[p] {
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t.Errorf("players=%d: player %d has no core", players, p)
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}
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}
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}
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}
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func TestGenerateMap_EnergyNodes(t *testing.T) {
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rng := rand.New(rand.NewSource(42))
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m := EnsureConnectivity(2, 60, 60, 0.15, 20, rng, 100)
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if m == nil {
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t.Fatal("failed to generate map")
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}
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if len(m.EnergyNodes) == 0 {
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t.Error("expected energy nodes, got 0")
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}
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// Energy nodes should not overlap with walls
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wallSet := make(map[Position]bool)
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for _, w := range m.Walls {
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wallSet[w] = true
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}
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for _, en := range m.EnergyNodes {
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if wallSet[en] {
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t.Errorf("energy node at %v overlaps with wall", en)
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}
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}
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}
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func TestGenerateMap_WallDensity(t *testing.T) {
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rng := rand.New(rand.NewSource(42))
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density := 0.15
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m := EnsureConnectivity(2, 60, 60, density, 20, rng, 100)
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if m == nil {
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t.Fatal("failed to generate map")
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}
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totalTiles := m.Rows * m.Cols
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actualDensity := float64(len(m.Walls)) / float64(totalTiles)
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if actualDensity > density+0.01 {
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t.Errorf("wall density %.2f exceeds target %.2f", actualDensity, density)
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}
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}
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func TestGenerateMap_NoCoresOnWalls(t *testing.T) {
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for _, players := range []int{2, 3, 4, 6} {
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rng := rand.New(rand.NewSource(42))
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m := EnsureConnectivity(players, 60, 60, 0.15, 20, rng, 100)
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if m == nil {
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t.Fatalf("players=%d: failed to generate map", players)
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}
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wallSet := make(map[Position]bool)
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for _, w := range m.Walls {
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wallSet[w] = true
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}
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for _, c := range m.Cores {
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if wallSet[c.Position] {
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t.Errorf("players=%d: core at %v overlaps with wall", players, c.Position)
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}
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}
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}
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}
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func TestCheckConnectivity_FullyOpen(t *testing.T) {
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m := &Map{
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Rows: 10,
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Cols: 10,
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Walls: nil,
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Cores: []Core{{Position: Position{0, 0}, Owner: 0}},
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}
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if !CheckConnectivity(m) {
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t.Error("fully open map should be connected")
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}
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}
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func TestCheckConnectivity_Disconnected(t *testing.T) {
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// Create a wall that bisects the grid vertically
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var walls []Position
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for r := 0; r < 10; r++ {
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walls = append(walls, Position{Row: r, Col: 5})
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}
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m := &Map{
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Rows: 10,
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Cols: 10,
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Walls: walls,
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Cores: []Core{{Position: Position{0, 0}, Owner: 0}},
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}
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// On a toroidal grid, a single column of walls doesn't disconnect
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// because you can wrap around. So this should still be connected.
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if !CheckConnectivity(m) {
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t.Error("toroidal grid with one column of walls should still be connected")
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}
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}
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func TestCheckConnectivity_DisconnectedBox(t *testing.T) {
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// Create a sealed box in a non-toroidal way - surround a region
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var walls []Position
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// Create a 3x3 box of walls around position (5,5)
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for r := 3; r <= 7; r++ {
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for c := 3; c <= 7; c++ {
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if r == 3 || r == 7 || c == 3 || c == 7 {
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walls = append(walls, Position{Row: r, Col: c})
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}
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}
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}
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m := &Map{
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Rows: 10,
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Cols: 10,
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Walls: walls,
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Cores: []Core{{Position: Position{0, 0}, Owner: 0}},
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}
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// The interior of the box (4-6, 4-6) is disconnected from the rest
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if CheckConnectivity(m) {
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t.Error("map with sealed interior should be disconnected")
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}
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}
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func TestGenerateMap_SmallGrid(t *testing.T) {
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// Ensure map generation works on small grids
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rng := rand.New(rand.NewSource(42))
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m := EnsureConnectivity(2, 20, 20, 0.10, 8, rng, 100)
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if m == nil {
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t.Fatal("failed to generate connected map on small grid")
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}
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if !CheckConnectivity(m) {
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t.Error("small grid map not connected")
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}
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}
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func TestGenerateMap_Deterministic(t *testing.T) {
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// Same seed should produce same map
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rng1 := rand.New(rand.NewSource(123))
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m1 := generateMap(2, 60, 60, 0.15, 20, rng1)
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rng2 := rand.New(rand.NewSource(123))
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m2 := generateMap(2, 60, 60, 0.15, 20, rng2)
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if len(m1.Walls) != len(m2.Walls) {
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t.Fatalf("determinism: wall count differs: %d vs %d", len(m1.Walls), len(m2.Walls))
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}
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if len(m1.Cores) != len(m2.Cores) {
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t.Fatal("determinism: core count differs")
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}
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if len(m1.EnergyNodes) != len(m2.EnergyNodes) {
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t.Fatal("determinism: energy node count differs")
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}
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for i, w := range m1.Walls {
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if w != m2.Walls[i] {
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t.Errorf("determinism: wall %d differs: %v vs %v", i, w, m2.Walls[i])
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break
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}
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}
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}
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func TestGenerateMap_CenterWeightedEnergy(t *testing.T) {
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// Verify energy nodes are biased toward the map center.
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// For 2-player with 20 energy nodes, expect at least 30% in central zone.
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// The tiered distribution should place ~30% of nodes in the inner 20% radius.
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rng := rand.New(rand.NewSource(42))
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m := EnsureConnectivity(2, 60, 60, 0.15, 20, rng, 100)
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if m == nil {
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t.Fatal("failed to generate map")
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}
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if len(m.EnergyNodes) == 0 {
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t.Fatal("expected energy nodes, got 0")
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}
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centerRow, centerCol := m.Rows/2, m.Cols/2
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maxRadius := float64(centerRow) * 0.20 // 20% of center distance = central zone
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centralCount := 0
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for _, en := range m.EnergyNodes {
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dr := float64(en.Row) - float64(centerRow)
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dc := float64(en.Col) - float64(centerCol)
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dist := math.Sqrt(dr*dr + dc*dc)
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if dist <= maxRadius {
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centralCount++
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}
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}
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// Expect at least 20% in central zone (allowing some variance for randomness)
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minCentral := int(float64(len(m.EnergyNodes)) * 0.20)
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if centralCount < minCentral {
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t.Errorf("expected at least %d energy nodes in central zone, got %d", minCentral, centralCount)
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}
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}
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func TestGenerateMap_CoresOutsideAttackRadius(t *testing.T) {
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// Per plan §3.7.1: spawn must put bots outside final zone (min radius 1 for 3+, 2 for 2-player).
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// The zone forcing function works by shrinking the zone over time.
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// For 2 players: 25% spawn radius (10 tiles from center, 20 tiles apart on 40x40)
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// - Well outside attack radius (5 tiles)
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// - Zone shrinks from radius 20 to 2, forcing bots into contact over time
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// For 3+ players: 10% spawn radius (5 tiles from center on 50x50)
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// - Some cores may be within attack radius (3.5 tiles) due to angular spacing
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// - Zone shrinks to radius 1, forcing all bots into contact
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testCases := []struct {
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numPlayers int
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attackRadius float64
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expectedRadius float64
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minDistFromCenter float64 // minimum distance from center (should be > zone min radius)
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}{
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{2, 5.0, 0.25, 4.0}, // 2-player: 5 tile attack radius, 0.25 spawn radius = 5 tiles from center
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{3, 3.5, 0.10, 2.0}, // 3+ player: 3.5 tile attack radius, 0.10 spawn radius = 2.5 tiles from center
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{4, 3.5, 0.10, 2.0},
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{6, 3.5, 0.10, 2.0},
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}
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for _, tc := range testCases {
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t.Run(fmt.Sprintf("%dplayers", tc.numPlayers), func(t *testing.T) {
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rng := rand.New(rand.NewSource(42))
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// Use appropriate grid size for player count (matches ConfigForPlayers sizing)
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rows, cols := 40, 40
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if tc.numPlayers >= 3 {
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rows, cols = 50, 50 // Larger grid for 3+ players
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}
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m := EnsureConnectivity(tc.numPlayers, rows, cols, 0.15, 20, rng, 100)
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if m == nil {
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t.Fatalf("failed to generate map for %d players", tc.numPlayers)
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}
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if len(m.Cores) != tc.numPlayers {
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t.Fatalf("expected %d cores, got %d", tc.numPlayers, len(m.Cores))
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}
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centerRow, centerCol := m.Rows/2, m.Cols/2
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// Verify each core is at the expected radius from center
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for _, c := range m.Cores {
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dr := float64(c.Position.Row) - float64(centerRow)
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dc := float64(c.Position.Col) - float64(centerCol)
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dist := math.Sqrt(dr*dr + dc*dc)
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expectedDist := float64(centerRow) * tc.expectedRadius
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tolerance := 2.0 // Allow 2 tiles of tolerance for rounding
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if math.Abs(dist-expectedDist) > tolerance {
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t.Errorf("core at %v: distance %.2f from center, expected %.2f (tolerance %.2f)",
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c.Position, dist, expectedDist, tolerance)
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}
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// Verify cores are outside the final zone radius
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// Final zone is radius 1 for 3+, radius 2 for 2-player
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// This ensures bots start outside the final zone and are forced inward
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if dist < tc.minDistFromCenter {
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t.Errorf("core at %v: distance %.2f from center, expected at least %.2f (outside final zone)",
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c.Position, dist, tc.minDistFromCenter)
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}
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}
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})
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}
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}
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