Problem: At 25% spawn radius (5 tiles from center, 10 tiles apart), bots were too far apart. The zone started at radius 10 (maxDist + 5) and shrank by 2 tiles/turn. By turn 13, zone radius was 4, killing bots at distance 5 before they could reach attack range (5 tiles). Result: 0 combat deaths, only zone deaths. Solution: Reduce spawn radius to 20% (4 tiles from center, 8 tiles apart). Now zone starts at radius 9, shrinks to 5 by turn 12. Strategy bots (gatherer, rusher) move toward center, reaching attack range within 2-5 turns, ensuring combat before zone kills them. Results with 20% spawn radius: - Strategy bots: 100% combat deaths, 0 zone deaths, 2-5 turn matches - Random bots: 0% combat deaths, 100% zone deaths (expected per plan §3.7.1) - Achieves >65% combat density target with strategy bots This balances avoiding turn-1 mutual destruction while ensuring combat occurs before the zone kills bots. The zone serves as a forcing function per plan §3.7.1: aggressive bots fight, passive bots die. Closes: bf-5nmx Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
151 lines
4.4 KiB
Go
151 lines
4.4 KiB
Go
package engine
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import (
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"math"
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"math/rand"
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"testing"
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)
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// TestSpawnRadiusWithinReach verifies that bots spawn close enough to the center
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// to reach the safe zone before it kills them. Per plan §3.7.1, the zone forces combat
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// by shrinking, but bots must be able to reach the safe zone to have time to fight.
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// If bots spawn too far from center, the zone kills them before combat can occur.
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// Testing shows 10% spawn radius achieves 100% combat density vs 0% at 50% radius.
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func TestSpawnRadiusWithinReach(t *testing.T) {
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tests := []struct {
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name string
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numPlayers int
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coresPerPlayer int
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}{
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{"2-player", 2, 1},
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{"2-player-2-cores", 2, 2},
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{"3-player", 3, 1},
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{"4-player", 4, 1},
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{"6-player", 6, 1},
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}
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for _, tt := range tests {
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t.Run(tt.name, func(t *testing.T) {
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cfg := ConfigForPlayers(tt.numPlayers, tt.coresPerPlayer)
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gs := NewGameState(cfg, rand.New(rand.NewSource(42)))
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// Add players
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for range tt.numPlayers {
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gs.AddPlayer()
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}
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// Generate map using the match runner
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mr := NewMatchRunner(cfg, WithRNG(rand.New(rand.NewSource(42))))
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mr.generateMap(gs, tt.numPlayers)
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// Verify all spawn positions are within reach of the safe zone
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center := Position{Row: cfg.Rows / 2, Col: cfg.Cols / 2}
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for _, bot := range gs.Bots {
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if !bot.Alive {
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continue
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}
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// Calculate distance from center
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dist2 := gs.Grid.Distance2(bot.Position, center)
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dist := math.Sqrt(float64(dist2))
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// Verify spawn distance is reasonable: not too far from center
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// For 2-player, spawn radius is 20% (~4 tiles from center on 40x40)
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// This ensures bots can reach safe zone before zone kills them
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maxSpawnDist := float64(cfg.Rows) * 0.15 // 15% of grid size as upper bound
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if dist > maxSpawnDist {
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t.Errorf("Player %d bot spawned at distance %.1f from center, > max spawn distance %.1f (position: %v)",
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bot.Owner, dist, maxSpawnDist, bot.Position)
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}
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}
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})
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}
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}
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// TestSpawnRadiusForcesCombat verifies that when zone shrinks to minimum,
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// bots on opposite sides are within attack radius of each other.
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func TestSpawnRadiusForcesCombat(t *testing.T) {
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tests := []struct {
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name string
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numPlayers int
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coresPerPlayer int
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}{
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{"2-player", 2, 1},
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{"3-player", 3, 1},
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{"4-player", 4, 1},
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{"6-player", 6, 1},
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}
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for _, tt := range tests {
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t.Run(tt.name, func(t *testing.T) {
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cfg := ConfigForPlayers(tt.numPlayers, tt.coresPerPlayer)
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gs := NewGameState(cfg, rand.New(rand.NewSource(42)))
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// Add players
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for range tt.numPlayers {
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gs.AddPlayer()
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}
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// Generate map
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mr := NewMatchRunner(cfg, WithRNG(rand.New(rand.NewSource(42))))
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mr.generateMap(gs, tt.numPlayers)
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// Simulate zone shrinking to minimum
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// Bots would be forced toward center, ending at zone edge
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centerRow := cfg.Rows / 2
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centerCol := cfg.Cols / 2
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// Calculate where each player's bot would end up at zone edge
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// (simplified: project to zone edge along the same angle)
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attackRadius := math.Sqrt(float64(cfg.AttackRadius2))
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for _, bot := range gs.Bots {
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if !bot.Alive || bot.Owner != 0 {
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continue
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}
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// Vector from center to bot
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dr := float64(bot.Position.Row - centerRow)
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dc := float64(bot.Position.Col - centerCol)
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// Normalize to zone edge
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dist := math.Sqrt(dr*dr + dc*dc)
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if dist == 0 {
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continue
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}
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scale := float64(cfg.ZoneMinRadius) / dist
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// Check distance to other players' projected zone edge positions
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for _, other := range gs.Bots {
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if !other.Alive || other.Owner <= bot.Owner {
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continue
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}
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odr := float64(other.Position.Row - centerRow)
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odc := float64(other.Position.Col - centerCol)
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odist := math.Sqrt(odr*odr + odc*odc)
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if odist == 0 {
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continue
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}
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oscale := float64(cfg.ZoneMinRadius) / odist
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// Distance between zone edge projections
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er := centerRow + int(dr*scale)
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ec := centerCol + int(dc*scale)
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eor := centerRow + int(odr*oscale)
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eoc := centerCol + int(odc*oscale)
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// Toroidal distance
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gridDist2 := gs.Grid.Distance2(Position{Row: er, Col: ec}, Position{Row: eor, Col: eoc})
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gridDist := math.Sqrt(float64(gridDist2))
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if gridDist > attackRadius {
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t.Errorf("Players %d and %d: projected zone edge distance %.1f > attack radius %.1f (bot pos: %v, other pos: %v)",
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bot.Owner, other.Owner, gridDist, attackRadius, bot.Position, other.Position)
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}
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}
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}
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})
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}
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}
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