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>
191 lines
5.1 KiB
Go
191 lines
5.1 KiB
Go
package main
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import (
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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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