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
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_CoresWithinAttackRadius(t *testing.T) {
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// Per plan §3.7.1: spawn radius puts bots within attack range for immediate combat.
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// Target: 65-80% combat density for 2-player matches.
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// For 2 players: 30% spawn radius (~6 tiles from center, ~12 tiles apart on 40x40)
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// - Outside attack radius (5 tiles), 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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// - Outside attack radius (3.5 tiles), zone forces contact over time
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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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maxDistFromCenter float64 // maximum distance from center
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}{
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{2, 5.0, 0.30, 7.0}, // 2-player: 5 tile attack radius, 0.30 spawn radius = ~6 tiles from center (outside attack radius, zone forces contact)
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{3, 3.5, 0.15, 5.0}, // 3+ player: 3.5 tile attack radius, 0.15 spawn radius = ~4 tiles from center (outside attack radius, zone forces contact)
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{4, 3.5, 0.15, 5.0},
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{6, 3.5, 0.15, 5.0},
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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 within attack radius for immediate combat engagement
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// For 2-player: within 5 tiles; for 3+: within 3.5 tiles
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if dist > tc.maxDistFromCenter {
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t.Errorf("core at %v: distance %.2f from center, expected at most %.2f (within attack radius)",
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c.Position, dist, tc.maxDistFromCenter)
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}
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}
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})
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}
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}
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