## Flee Threshold Changes - Reduced flee threshold from AttackRadius2+4 to AttackRadius2 (no buffer) - Modified bots: farmer, gatherer, siege - Bots now only consider enemies in actual attack range, not preemptively - Added outnumber logic: only flee when nearbyAllies < nearbyEnemies ## Behavior Vector Changes - Derive aggression from actual kill rate (not self-reported) - Formula: behaviorVec[0] = min(killRate, 1.0) - Preserves existing economy value or defaults to 0.5 - Enhanced logging to show derived aggression value ## Rationale Aggression must be economically necessary, not just rewarded. Previous flee logic created a false safe option that discouraged combat. Now bots only flee when actually outnumbered within combat range. Related: bf-413 genesis bead tracking mechanics iteration |
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