Problem: Plan §3.7.1 claims 65-80% combat density for 2-player matches, but actual testing showed 0% combat deaths. Zone killed all bots before they could fight. Root cause: - Spawn radius 50% (10 tiles from center) put bots too far apart - Zone shrink step 2 tiles/turn was too fast - Bots died to zone before reaching each other Solution: - Reduce 2-player spawn radius from 50% to 10% (~2 tiles from center) - Reduce zone shrink step from 2 to 1 tile/turn (slower zone) - Bots now spawn close enough to reach safe zone and fight Results: - Before: 0% combat density (all zone deaths) - After: 100% combat density (2 deaths per match across 20+ test matches) - Tested against: swarm/gatherer, hunter/rusher, guardian/random Updated TestSpawnRadiusOutsideZone to TestSpawnRadiusWithinReach to reflect the new design (spawn within reach of safe zone, not outside). Closes: bf-1jya
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 10% (~2 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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