ai-code-battle/cmd/acb-mapgen/mapgen_test.go
jedarden 2495aedd8d fix(mapgen): align spawn radius comment with actual implementation (30% vs 15%)
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
2026-05-26 19:28:49 -04:00

290 lines
8.9 KiB
Go

package main
import (
"fmt"
"math"
"math/rand"
"testing"
)
func TestGenerateMap_Connectivity(t *testing.T) {
// Test that generated maps always pass connectivity validation
for _, players := range []int{2, 3, 4, 6} {
for seed := int64(1); seed <= 10; seed++ {
rng := rand.New(rand.NewSource(seed))
m := EnsureConnectivity(players, 60, 60, 0.15, 20, rng, 100)
if m == nil {
t.Errorf("players=%d seed=%d: failed to generate connected map", players, seed)
continue
}
if !CheckConnectivity(m) {
t.Errorf("players=%d seed=%d: map not connected after generation", players, seed)
}
}
}
}
func TestGenerateMap_CoreCount(t *testing.T) {
for _, players := range []int{2, 3, 4, 6} {
rng := rand.New(rand.NewSource(42))
m := EnsureConnectivity(players, 60, 60, 0.15, 20, rng, 100)
if m == nil {
t.Fatalf("players=%d: failed to generate map", players)
}
if len(m.Cores) != players {
t.Errorf("players=%d: expected %d cores, got %d", players, players, len(m.Cores))
}
// Verify each player has a core
owners := make(map[int]bool)
for _, c := range m.Cores {
owners[c.Owner] = true
}
for p := 0; p < players; p++ {
if !owners[p] {
t.Errorf("players=%d: player %d has no core", players, p)
}
}
}
}
func TestGenerateMap_EnergyNodes(t *testing.T) {
rng := rand.New(rand.NewSource(42))
m := EnsureConnectivity(2, 60, 60, 0.15, 20, rng, 100)
if m == nil {
t.Fatal("failed to generate map")
}
if len(m.EnergyNodes) == 0 {
t.Error("expected energy nodes, got 0")
}
// Energy nodes should not overlap with walls
wallSet := make(map[Position]bool)
for _, w := range m.Walls {
wallSet[w] = true
}
for _, en := range m.EnergyNodes {
if wallSet[en] {
t.Errorf("energy node at %v overlaps with wall", en)
}
}
}
func TestGenerateMap_WallDensity(t *testing.T) {
rng := rand.New(rand.NewSource(42))
density := 0.15
m := EnsureConnectivity(2, 60, 60, density, 20, rng, 100)
if m == nil {
t.Fatal("failed to generate map")
}
totalTiles := m.Rows * m.Cols
actualDensity := float64(len(m.Walls)) / float64(totalTiles)
if actualDensity > density+0.01 {
t.Errorf("wall density %.2f exceeds target %.2f", actualDensity, density)
}
}
func TestGenerateMap_NoCoresOnWalls(t *testing.T) {
for _, players := range []int{2, 3, 4, 6} {
rng := rand.New(rand.NewSource(42))
m := EnsureConnectivity(players, 60, 60, 0.15, 20, rng, 100)
if m == nil {
t.Fatalf("players=%d: failed to generate map", players)
}
wallSet := make(map[Position]bool)
for _, w := range m.Walls {
wallSet[w] = true
}
for _, c := range m.Cores {
if wallSet[c.Position] {
t.Errorf("players=%d: core at %v overlaps with wall", players, c.Position)
}
}
}
}
func TestCheckConnectivity_FullyOpen(t *testing.T) {
m := &Map{
Rows: 10,
Cols: 10,
Walls: nil,
Cores: []Core{{Position: Position{0, 0}, Owner: 0}},
}
if !CheckConnectivity(m) {
t.Error("fully open map should be connected")
}
}
func TestCheckConnectivity_Disconnected(t *testing.T) {
// Create a wall that bisects the grid vertically
var walls []Position
for r := 0; r < 10; r++ {
walls = append(walls, Position{Row: r, Col: 5})
}
m := &Map{
Rows: 10,
Cols: 10,
Walls: walls,
Cores: []Core{{Position: Position{0, 0}, Owner: 0}},
}
// On a toroidal grid, a single column of walls doesn't disconnect
// because you can wrap around. So this should still be connected.
if !CheckConnectivity(m) {
t.Error("toroidal grid with one column of walls should still be connected")
}
}
func TestCheckConnectivity_DisconnectedBox(t *testing.T) {
// Create a sealed box in a non-toroidal way - surround a region
var walls []Position
// Create a 3x3 box of walls around position (5,5)
for r := 3; r <= 7; r++ {
for c := 3; c <= 7; c++ {
if r == 3 || r == 7 || c == 3 || c == 7 {
walls = append(walls, Position{Row: r, Col: c})
}
}
}
m := &Map{
Rows: 10,
Cols: 10,
Walls: walls,
Cores: []Core{{Position: Position{0, 0}, Owner: 0}},
}
// The interior of the box (4-6, 4-6) is disconnected from the rest
if CheckConnectivity(m) {
t.Error("map with sealed interior should be disconnected")
}
}
func TestGenerateMap_SmallGrid(t *testing.T) {
// Ensure map generation works on small grids
rng := rand.New(rand.NewSource(42))
m := EnsureConnectivity(2, 20, 20, 0.10, 8, rng, 100)
if m == nil {
t.Fatal("failed to generate connected map on small grid")
}
if !CheckConnectivity(m) {
t.Error("small grid map not connected")
}
}
func TestGenerateMap_Deterministic(t *testing.T) {
// Same seed should produce same map
rng1 := rand.New(rand.NewSource(123))
m1 := generateMap(2, 60, 60, 0.15, 20, rng1)
rng2 := rand.New(rand.NewSource(123))
m2 := generateMap(2, 60, 60, 0.15, 20, rng2)
if len(m1.Walls) != len(m2.Walls) {
t.Fatalf("determinism: wall count differs: %d vs %d", len(m1.Walls), len(m2.Walls))
}
if len(m1.Cores) != len(m2.Cores) {
t.Fatal("determinism: core count differs")
}
if len(m1.EnergyNodes) != len(m2.EnergyNodes) {
t.Fatal("determinism: energy node count differs")
}
for i, w := range m1.Walls {
if w != m2.Walls[i] {
t.Errorf("determinism: wall %d differs: %v vs %v", i, w, m2.Walls[i])
break
}
}
}
func TestGenerateMap_CenterWeightedEnergy(t *testing.T) {
// Verify energy nodes are biased toward the map center.
// For 2-player with 20 energy nodes, expect at least 30% in central zone.
// The tiered distribution should place ~30% of nodes in the inner 20% radius.
rng := rand.New(rand.NewSource(42))
m := EnsureConnectivity(2, 60, 60, 0.15, 20, rng, 100)
if m == nil {
t.Fatal("failed to generate map")
}
if len(m.EnergyNodes) == 0 {
t.Fatal("expected energy nodes, got 0")
}
centerRow, centerCol := m.Rows/2, m.Cols/2
maxRadius := float64(centerRow) * 0.20 // 20% of center distance = central zone
centralCount := 0
for _, en := range m.EnergyNodes {
dr := float64(en.Row) - float64(centerRow)
dc := float64(en.Col) - float64(centerCol)
dist := math.Sqrt(dr*dr + dc*dc)
if dist <= maxRadius {
centralCount++
}
}
// Expect at least 20% in central zone (allowing some variance for randomness)
minCentral := int(float64(len(m.EnergyNodes)) * 0.20)
if centralCount < minCentral {
t.Errorf("expected at least %d energy nodes in central zone, got %d", minCentral, centralCount)
}
}
func TestGenerateMap_CoresWithinAttackRadius(t *testing.T) {
// Per plan §3.7.1: spawn radius puts bots within attack range for immediate combat.
// Target: 65-80% combat density for 2-player matches.
// For 2 players: 30% spawn radius (~6 tiles from center, ~12 tiles apart on 40x40)
// - Outside attack radius (5 tiles), zone forces contact over time
// - Increased from 15% to prevent immediate mutual destruction at spawn
// - Zone shrink (1 tile/turn from turn 10) forces bots toward center for combat
// For 3+ players: 15% spawn radius (~4 tiles from center, ~8 tiles apart on 50x50)
// - Outside attack radius (3.5 tiles), zone forces contact over time
testCases := []struct {
numPlayers int
attackRadius float64
expectedRadius float64
maxDistFromCenter float64 // maximum distance from center
}{
{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)
{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)
{4, 3.5, 0.15, 5.0},
{6, 3.5, 0.15, 5.0},
}
for _, tc := range testCases {
t.Run(fmt.Sprintf("%dplayers", tc.numPlayers), func(t *testing.T) {
rng := rand.New(rand.NewSource(42))
// Use appropriate grid size for player count (matches ConfigForPlayers sizing)
rows, cols := 40, 40
if tc.numPlayers >= 3 {
rows, cols = 50, 50 // Larger grid for 3+ players
}
m := EnsureConnectivity(tc.numPlayers, rows, cols, 0.15, 20, rng, 100)
if m == nil {
t.Fatalf("failed to generate map for %d players", tc.numPlayers)
}
if len(m.Cores) != tc.numPlayers {
t.Fatalf("expected %d cores, got %d", tc.numPlayers, len(m.Cores))
}
centerRow, centerCol := m.Rows/2, m.Cols/2
// Verify each core is at the expected radius from center
for _, c := range m.Cores {
dr := float64(c.Position.Row) - float64(centerRow)
dc := float64(c.Position.Col) - float64(centerCol)
dist := math.Sqrt(dr*dr + dc*dc)
expectedDist := float64(centerRow) * tc.expectedRadius
tolerance := 2.0 // Allow 2 tiles of tolerance for rounding
if math.Abs(dist-expectedDist) > tolerance {
t.Errorf("core at %v: distance %.2f from center, expected %.2f (tolerance %.2f)",
c.Position, dist, expectedDist, tolerance)
}
// Verify cores are within attack radius for immediate combat engagement
// For 2-player: within 5 tiles; for 3+: within 3.5 tiles
if dist > tc.maxDistFromCenter {
t.Errorf("core at %v: distance %.2f from center, expected at most %.2f (within attack radius)",
c.Position, dist, tc.maxDistFromCenter)
}
}
})
}
}