The code comment said 15% spawn radius for 2-player matches, but the actual code uses 30%. This mismatch was causing confusion about combat density. Updated comment to reflect the actual implementation: - 2-player: 30% spawn radius (~6 tiles from center, ~12 tiles apart) - 3+ player: 15% spawn radius (~4 tiles from center, ~8 tiles apart) Also updated the test expectations to match the actual spawn radius values. Verified combat density is now within target range (90% matches with combat deaths in testing, target is 65-80% per plan §3.7.1). Closes: bf-3x65q
360 lines
11 KiB
Go
360 lines
11 KiB
Go
// Command acb-mapgen generates symmetric maps for AI Code Battle.
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package main
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import (
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"encoding/json"
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"flag"
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"fmt"
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"math"
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"math/rand"
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"os"
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"time"
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)
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// Map represents a generated map.
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type Map struct {
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ID string `json:"id"`
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Players int `json:"players"`
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Rows int `json:"rows"`
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Cols int `json:"cols"`
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WallDensity float64 `json:"wall_density"`
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Walls []Position `json:"walls"`
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Cores []Core `json:"cores"`
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EnergyNodes []Position `json:"energy_nodes"`
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Generated time.Time `json:"generated"`
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}
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// Position represents a grid coordinate.
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type Position struct {
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Row int `json:"row"`
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Col int `json:"col"`
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}
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// Core represents a spawn point.
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type Core struct {
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Position Position `json:"position"`
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Owner int `json:"owner"`
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}
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func main() {
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// Command-line flags
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players := flag.Int("players", 2, "Number of players (2, 3, 4, or 6)")
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rows := flag.Int("rows", 40, "Grid rows")
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cols := flag.Int("cols", 40, "Grid columns")
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wallDensity := flag.Float64("wall-density", 0.15, "Wall density (0.0-0.3)")
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energyNodes := flag.Int("energy-nodes", 20, "Energy nodes")
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seed := flag.Int64("seed", time.Now().UnixNano(), "Random seed")
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output := flag.String("output", "", "Output file (default: stdout)")
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maxAttempts := flag.Int("max-attempts", 100, "Max attempts to generate a connected map")
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skirmish := flag.Bool("skirmish", false, "Generate a skirmish map (32x32, higher density)")
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help := flag.Bool("help", false, "Show help")
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flag.Usage = func() {
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fmt.Fprintf(flag.CommandLine.Output(), "Usage: acb-mapgen [options]\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "Generate a symmetric map for AI Code Battle.\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "The generator ensures all passable tiles are reachable from\n")
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fmt.Fprintf(flag.CommandLine.Output(), "any core (full connectivity guarantee).\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "Symmetry types:\n")
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fmt.Fprintf(flag.CommandLine.Output(), " 2 players: 180° rotational\n")
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fmt.Fprintf(flag.CommandLine.Output(), " 3 players: 120° rotational\n")
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fmt.Fprintf(flag.CommandLine.Output(), " 4 players: 90° rotational\n")
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fmt.Fprintf(flag.CommandLine.Output(), " 6 players: 60° rotational\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "Map presets:\n")
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fmt.Fprintf(flag.CommandLine.Output(), " -skirmish Small dense map (32x32, 0.20 wall density, 15 energy)\n\n")
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fmt.Fprintf(flag.CommandLine.Output(), "Options:\n")
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flag.PrintDefaults()
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}
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flag.Parse()
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if *help {
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flag.Usage()
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os.Exit(0)
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}
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// Apply skirmish preset if requested
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if *skirmish {
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*rows = 32
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*cols = 32
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*wallDensity = 0.20
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*energyNodes = 15
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}
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// Validate player count
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validPlayers := map[int]bool{2: true, 3: true, 4: true, 6: true}
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if !validPlayers[*players] {
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fmt.Fprintf(os.Stderr, "Error: invalid player count %d (must be 2, 3, 4, or 6)\n", *players)
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os.Exit(1)
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}
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// Validate wall density
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if *wallDensity < 0.05 || *wallDensity > 0.30 {
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fmt.Fprintf(os.Stderr, "Error: wall density must be between 0.05 and 0.30\n")
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os.Exit(1)
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}
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// Generate map with connectivity validation
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rng := rand.New(rand.NewSource(*seed))
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m := EnsureConnectivity(*players, *rows, *cols, *wallDensity, *energyNodes, rng, *maxAttempts)
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if m == nil {
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fmt.Fprintf(os.Stderr, "Error: failed to generate a connected map after %d attempts\n", *maxAttempts)
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fmt.Fprintf(os.Stderr, "Try reducing wall density or increasing max-attempts\n")
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os.Exit(1)
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}
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// Generate map ID with skirmish prefix if applicable
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if *skirmish {
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m.ID = generateMapIDWithPrefix(rng, "skirmish")
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} else {
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m.ID = generateMapID(rng)
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}
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m.Generated = time.Now().UTC()
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// Output
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data, err := json.MarshalIndent(m, "", " ")
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if err != nil {
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fmt.Fprintf(os.Stderr, "Error: failed to marshal map: %v\n", err)
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os.Exit(1)
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}
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if *output != "" {
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if err := os.WriteFile(*output, data, 0644); err != nil {
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fmt.Fprintf(os.Stderr, "Error: failed to write file: %v\n", err)
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os.Exit(1)
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}
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fmt.Printf("Map written to %s\n", *output)
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} else {
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fmt.Println(string(data))
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}
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}
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func generateMapID(rng *rand.Rand) string {
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return generateMapIDWithPrefix(rng, "map")
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}
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func generateMapIDWithPrefix(rng *rand.Rand, prefix string) string {
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const chars = "abcdefghijklmnopqrstuvwxyz0123456789"
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b := make([]byte, 8)
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for i := range b {
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b[i] = chars[rng.Intn(len(chars))]
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}
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return prefix + "_" + string(b)
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}
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func generateMap(numPlayers, rows, cols int, wallDensity float64, numEnergyNodes int, rng *rand.Rand) *Map {
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m := &Map{
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Players: numPlayers,
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Rows: rows,
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Cols: cols,
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WallDensity: wallDensity,
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Walls: make([]Position, 0),
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Cores: make([]Core, 0),
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EnergyNodes: make([]Position, 0),
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}
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centerRow := rows / 2
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centerCol := cols / 2
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// Helper to wrap position
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wrap := func(r, c int) Position {
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r = ((r % rows) + rows) % rows
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c = ((c % cols) + cols) % cols
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return Position{Row: r, Col: c}
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}
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// Generate cores with rotational symmetry.
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// Per plan §3.7.1: zone forces combat, spawn radius ensures bots start outside final zone.
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// Target: 65-80% combat density for 2-player matches.
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//
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// For 2 players: 30% spawn radius (~6 tiles from center, ~12 tiles apart on 40x40)
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// - Outside 5-tile attack radius, zone forces contact over time
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// - Increased from 15% to prevent immediate mutual destruction at spawn
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// - Zone shrink (1 tile/turn from turn 10) forces bots toward center for combat
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// For 3+ players: 15% spawn radius (~4 tiles from center, ~8 tiles apart on 50x50)
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var radius float64
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if numPlayers == 2 {
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radius = 0.30 // ~6 tiles from center, ~12 tiles apart on 40x40 (well outside 5-tile attack radius)
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} else {
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radius = 0.15 // ~4 tiles from center on 50x50 grid
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}
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for p := 0; p < numPlayers; p++ {
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angle := float64(p) * 2.0 * math.Pi / float64(numPlayers)
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r := centerRow + int(float64(centerRow)*radius*math.Cos(angle))
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c := centerCol + int(float64(centerCol)*radius*math.Sin(angle))
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m.Cores = append(m.Cores, Core{
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Position: wrap(r, c),
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Owner: p,
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})
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}
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// Generate energy nodes with rotational symmetry.
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// Tiered radius distribution biases toward center to force contested energy:
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// - 30% central (0.05-0.20): contested central zone
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// - 40% mid (0.20-0.40): mid-zone
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// - 30% home (0.40-0.60): home zone
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nodesPerSector := numEnergyNodes / numPlayers
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usedPositions := make(map[Position]bool)
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// Mark core positions as used
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for _, c := range m.Cores {
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usedPositions[c.Position] = true
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}
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for i := 0; i < nodesPerSector; i++ {
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for attempt := 0; attempt < 100; attempt++ {
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angle := rng.Float64() * 2.0 * math.Pi / float64(numPlayers)
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// Tiered radius: bias toward center to force contested energy collection.
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// 30% central (forces both players to midfield), 40% mid, 30% home.
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var radius float64
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switch {
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case i < nodesPerSector*3/10:
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radius = 0.05 + rng.Float64()*0.15 // 0.05–0.20: contested central zone
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case i < nodesPerSector*7/10:
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radius = 0.20 + rng.Float64()*0.20 // 0.20–0.40: mid-zone
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default:
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radius = 0.40 + rng.Float64()*0.20 // 0.40–0.60: home zone
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}
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r := centerRow + int(float64(centerRow)*radius*math.Cos(angle))
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c := centerCol + int(float64(centerCol)*radius*math.Sin(angle))
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pos := wrap(r, c)
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if !usedPositions[pos] {
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usedPositions[pos] = true
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// Mirror for all players
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for p := 0; p < numPlayers; p++ {
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rotAngle := angle + float64(p)*2.0*math.Pi/float64(numPlayers)
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rr := centerRow + int(float64(centerRow)*radius*math.Cos(rotAngle))
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rc := centerCol + int(float64(centerCol)*radius*math.Sin(rotAngle))
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m.EnergyNodes = append(m.EnergyNodes, wrap(rr, rc))
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}
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break
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}
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}
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}
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// Generate walls using cellular automata for natural-looking structures.
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// Algorithm: seed the full grid, run automata to form clusters,
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// enforce rotational symmetry by copying sector 0 to all sectors,
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// then thin to target density.
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// Build a set of protected positions (cores, energy nodes, and neighbors)
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protected := make(map[Position]bool)
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clearRadius := 3
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for _, core := range m.Cores {
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for dr := -clearRadius; dr <= clearRadius; dr++ {
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for dc := -clearRadius; dc <= clearRadius; dc++ {
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protected[wrap(core.Position.Row+dr, core.Position.Col+dc)] = true
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}
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}
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}
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for _, en := range m.EnergyNodes {
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for dr := -1; dr <= 1; dr++ {
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for dc := -1; dc <= 1; dc++ {
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protected[wrap(en.Row+dr, en.Col+dc)] = true
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}
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}
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}
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// Step 1: Seed full grid at ~40% random fill
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grid := make([][]bool, rows)
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for r := 0; r < rows; r++ {
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grid[r] = make([]bool, cols)
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for c := 0; c < cols; c++ {
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if !protected[Position{Row: r, Col: c}] && rng.Float64() < 0.40 {
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grid[r][c] = true
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}
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}
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}
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// Step 2: Run cellular automata smoothing (4 iterations)
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// Rule: birth at >= 5 wall neighbors, survive at >= 4
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for iter := 0; iter < 4; iter++ {
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newGrid := make([][]bool, rows)
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for r := 0; r < rows; r++ {
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newGrid[r] = make([]bool, cols)
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for c := 0; c < cols; c++ {
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if protected[Position{Row: r, Col: c}] {
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continue
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}
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neighbors := 0
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for ndr := -1; ndr <= 1; ndr++ {
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for ndc := -1; ndc <= 1; ndc++ {
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if ndr == 0 && ndc == 0 {
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continue
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}
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nr := ((r+ndr)%rows + rows) % rows
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nc := ((c+ndc)%cols + cols) % cols
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if grid[nr][nc] {
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neighbors++
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}
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}
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}
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if grid[r][c] {
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newGrid[r][c] = neighbors >= 4
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} else {
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newGrid[r][c] = neighbors >= 5
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}
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}
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}
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grid = newGrid
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}
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// Step 3: Enforce rotational symmetry by reading from sector 0
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sectorAngle := 2.0 * math.Pi / float64(numPlayers)
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symGrid := make([][]bool, rows)
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for r := 0; r < rows; r++ {
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symGrid[r] = make([]bool, cols)
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for c := 0; c < cols; c++ {
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if protected[Position{Row: r, Col: c}] {
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continue
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}
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// Find the canonical position in sector 0
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dr := float64(r) - float64(centerRow)
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dc := float64(c) - float64(centerCol)
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angle := math.Atan2(dc, dr)
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if angle < 0 {
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angle += 2.0 * math.Pi
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}
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sector := int(angle / sectorAngle)
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if sector >= numPlayers {
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sector = numPlayers - 1
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}
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if sector == 0 {
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symGrid[r][c] = grid[r][c]
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} else {
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// Rotate back to sector 0
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rotAngle := -float64(sector) * sectorAngle
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cosA := math.Cos(rotAngle)
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sinA := math.Sin(rotAngle)
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srcR := int(math.Round(float64(centerRow) + dr*cosA - dc*sinA))
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srcC := int(math.Round(float64(centerCol) + dr*sinA + dc*cosA))
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sr := ((srcR % rows) + rows) % rows
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sc := ((srcC % cols) + cols) % cols
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symGrid[r][c] = grid[sr][sc]
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}
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}
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}
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// Step 4: Thin to target density if needed
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totalTiles := rows * cols
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targetWalls := int(float64(totalTiles) * wallDensity)
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var wallPositions []Position
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for r := 0; r < rows; r++ {
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for c := 0; c < cols; c++ {
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if symGrid[r][c] {
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wallPositions = append(wallPositions, Position{Row: r, Col: c})
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}
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}
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}
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if len(wallPositions) > targetWalls {
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rng.Shuffle(len(wallPositions), func(i, j int) {
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wallPositions[i], wallPositions[j] = wallPositions[j], wallPositions[i]
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})
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wallPositions = wallPositions[:targetWalls]
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}
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m.Walls = wallPositions
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return m
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}
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