ai-code-battle/engine/map_engagement_test.go
jedarden b3982ab6d7 feat(engine): add combat_deaths to MatchResult statistics
Add CombatDeaths []int field to MatchResult to track combat density
per player. This enables monitoring of focus-fire combat across all
matches and helps verify that the zone forcing function is working.

Changes:
- Add CombatDeaths []int to MatchResult struct
- Add CombatDeaths []int to GameState for tracking during match
- Increment combat death count for each killer in executeCombat
- Populate combat_deaths in final match result
- Update tests to include CombatDeaths in MatchResult

Verified: 6-player match shows combat_deaths: [1,1,1,1,1,1] (each
player killed 1 bot in mutual combat).

Closes: bf-4fez

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-24 17:59:57 -04:00

426 lines
14 KiB
Go

package engine
import (
"math/rand"
"testing"
)
// TestMapEngagement_WinProbDependency verifies that CalculateMapEngagement
// correctly uses win_prob data to count lead changes.
func TestMapEngagement_WinProbDependency(t *testing.T) {
// Create a replay with alternating win probs to simulate lead changes
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
WinProb: []WinProbEntry{
{0.6, 0.4}, // Player 0 leading
{0.4, 0.6}, // Player 1 leading - 1st crossing
{0.6, 0.4}, // Player 0 leading - 2nd crossing
{0.4, 0.6}, // Player 1 leading - 3rd crossing
},
Turns: []ReplayTurn{
{Turn: 0, Bots: []ReplayBot{{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0}}},
{Turn: 1, Bots: []ReplayBot{{Position: Position{Row: 1, Col: 1}, Alive: true, Owner: 0}}},
},
Map: ReplayMap{
Walls: []Position{{Row: 10, Col: 10}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Should have 3 win prob crossings (lead changes)
if score.WinProbCrossings != 3 {
t.Errorf("Expected 3 win_prob crossings, got %.0f", score.WinProbCrossings)
}
// Engagement score should be positive (crossings contribute 3.0 each)
if score.Engagement <= 0 {
t.Errorf("Expected positive engagement score, got %.2f", score.Engagement)
}
}
// TestMapEngagement_CriticalMomentsDependency verifies that CalculateMapEngagement
// correctly counts critical moments from the replay.
func TestMapEngagement_CriticalMomentsDependency(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
CriticalMoments: []CriticalMoment{
{Turn: 10, Delta: 0.20, Player: 0, Description: "Player 0 scores"},
{Turn: 25, Delta: -0.25, Player: 1, Description: "Player 1 fights back"},
},
Turns: []ReplayTurn{
{Turn: 0, Bots: []ReplayBot{{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0}}},
},
Map: ReplayMap{
Walls: []Position{{Row: 10, Col: 10}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Should have 2 critical moments
if score.CriticalMoments != 2 {
t.Errorf("Expected 2 critical moments, got %d", score.CriticalMoments)
}
// Engagement should include critical moments contribution (2.0 each)
expectedContribution := float64(2) * 2.0
if score.Engagement < expectedContribution {
t.Errorf("Expected engagement >= %.2f from critical moments, got %.2f", expectedContribution, score.Engagement)
}
}
// TestMapEngagement_ResourceContestTurns verifies that contested energy turns are counted.
func TestMapEngagement_ResourceContestTurns(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
Turns: []ReplayTurn{
{
Turn: 0,
Energy: []Position{{Row: 5, Col: 5}},
Bots: []ReplayBot{
{Position: Position{Row: 5, Col: 4}, Alive: true, Owner: 0}, // Adjacent to energy
{Position: Position{Row: 5, Col: 6}, Alive: true, Owner: 1}, // Adjacent to energy
},
},
{
Turn: 1,
Energy: []Position{{Row: 10, Col: 10}},
Bots: []ReplayBot{
{Position: Position{Row: 10, Col: 9}, Alive: true, Owner: 0}, // Only player 0 adjacent
},
},
},
Map: ReplayMap{
Walls: []Position{{Row: 15, Col: 15}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Turn 0 is contested (both players adjacent), turn 1 is not
if score.ResourceContestTurns != 1 {
t.Errorf("Expected 1 resource contest turn, got %d", score.ResourceContestTurns)
}
}
// TestMapEngagement_SurvivalTurns verifies that survival turns are counted correctly.
func TestMapEngagement_SurvivalTurns(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
Turns: []ReplayTurn{
{
Turn: 0,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: true, Owner: 1},
},
},
{
Turn: 1,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: false, Owner: 1}, // Player 1 bot died
},
},
{
Turn: 2,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: true, Owner: 1},
},
},
},
Map: ReplayMap{
Walls: []Position{{Row: 15, Col: 15}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Turns 0 and 2 have all players alive, turn 1 does not
if score.SurvivalTurns != 2 {
t.Errorf("Expected 2 survival turns, got %d", score.SurvivalTurns)
}
}
// TestMapEngagement_EmptyReplay handles empty/nil replays gracefully.
func TestMapEngagement_EmptyReplay(t *testing.T) {
score1 := CalculateMapEngagement(nil)
score2 := CalculateMapEngagement(&Replay{})
// Both should return zero scores without panicking
if score1.Engagement != 0 || score2.Engagement != 0 {
t.Error("Empty replay should return zero engagement")
}
}
// TestMapEngagement_Formula verifies the engagement score uses the correct formula:
// score = win_prob_crossings * 3.0 + critical_moments * 2.0 + resource_contest_turns * 1.5 + survival_turns * 0.5
func TestMapEngagement_Formula(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
WinProb: []WinProbEntry{
{0.6, 0.4}, // Player 0 leading
{0.4, 0.6}, // Player 1 leading - 1st crossing
},
CriticalMoments: []CriticalMoment{
{Turn: 10, Delta: 0.20, Player: 0, Description: "Player 0 scores"},
},
Turns: []ReplayTurn{
{
Turn: 0,
Energy: []Position{{Row: 5, Col: 5}},
Bots: []ReplayBot{
{Position: Position{Row: 5, Col: 4}, Alive: true, Owner: 0},
{Position: Position{Row: 5, Col: 6}, Alive: true, Owner: 1},
},
},
{
Turn: 1,
Energy: []Position{{Row: 10, Col: 10}},
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: true, Owner: 1},
},
},
},
Map: ReplayMap{
Walls: []Position{{Row: 15, Col: 15}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Count each metric
winProbCrossings := 1.0 // One lead change
combatDeaths := 0 // No combat deaths in this replay
criticalMoments := 1 // One critical moment
resourceContestTurns := 1 // Turn 0 has contested energy
survivalTurns := 2 // Both turns have all players alive
// Expected formula: 1.0*3.0 + 0*3.0 + 1*2.0 + 1*1.5 + 2*0.5 = 3.0 + 0 + 2.0 + 1.5 + 1.0 = 7.5
expectedEngagement := winProbCrossings*3.0 + float64(combatDeaths)*3.0 + float64(criticalMoments)*2.0 + float64(resourceContestTurns)*1.5 + float64(survivalTurns)*0.5
if score.Engagement != expectedEngagement {
t.Errorf("Expected engagement %.2f, got %.2f", expectedEngagement, score.Engagement)
}
if score.WinProbCrossings != winProbCrossings {
t.Errorf("Expected win_prob_crossings %.0f, got %.0f", winProbCrossings, score.WinProbCrossings)
}
if score.CombatDeaths != combatDeaths {
t.Errorf("Expected combat_deaths %d, got %d", combatDeaths, score.CombatDeaths)
}
if score.CriticalMoments != criticalMoments {
t.Errorf("Expected critical_moments %d, got %d", criticalMoments, score.CriticalMoments)
}
if score.ResourceContestTurns != resourceContestTurns {
t.Errorf("Expected resource_contest_turns %d, got %d", resourceContestTurns, score.ResourceContestTurns)
}
if score.SurvivalTurns != survivalTurns {
t.Errorf("Expected survival_turns %d, got %d", survivalTurns, score.SurvivalTurns)
}
}
// TestMapEngagement_NoContestedEnergy verifies that energy contested by only one player is not counted.
func TestMapEngagement_NoContestedEnergy(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
Turns: []ReplayTurn{
{
Turn: 0,
Energy: []Position{{Row: 5, Col: 5}},
Bots: []ReplayBot{
{Position: Position{Row: 5, Col: 4}, Alive: true, Owner: 0}, // Only player 0 adjacent
},
},
{
Turn: 1,
Energy: []Position{}, // No energy
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
},
},
},
Map: ReplayMap{
Walls: []Position{{Row: 15, Col: 15}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
if score.ResourceContestTurns != 0 {
t.Errorf("Expected 0 resource contest turns, got %d", score.ResourceContestTurns)
}
}
// TestMapEngagement_PlayerElimination verifies survival turns count decreases when a player is eliminated.
func TestMapEngagement_PlayerElimination(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
Turns: []ReplayTurn{
{
Turn: 0,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: true, Owner: 1},
},
},
{
Turn: 1,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: true, Owner: 1},
},
},
{
Turn: 2,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: false, Owner: 1}, // Eliminated
},
},
{
Turn: 3,
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
{Position: Position{Row: 10, Col: 10}, Alive: false, Owner: 1}, // Still dead
},
},
},
Map: ReplayMap{
Walls: []Position{{Row: 15, Col: 15}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Only turns 0 and 1 have all players alive
if score.SurvivalTurns != 2 {
t.Errorf("Expected 2 survival turns, got %d", score.SurvivalTurns)
}
}
// TestWinProb_ComputeAndSet verifies that ComputeWinProbability produces
// valid results and SetWinProbability correctly stores them.
func TestWinProb_ComputeAndSet(t *testing.T) {
config := DefaultConfig()
config.Rows = 10
config.Cols = 10
config.MaxTurns = 20
gs := NewGameState(config, rand.New(rand.NewSource(42)))
gs.AddPlayer()
gs.AddPlayer()
// Create simple snapshots
snapshots := []*GameState{gs.Clone()}
rng := rand.New(rand.NewSource(123))
winProbs, moments := ComputeWinProbability(snapshots, 10, rng)
// Should have win prob for each snapshot
if len(winProbs) != len(snapshots) {
t.Errorf("Expected %d win prob entries, got %d", len(snapshots), len(winProbs))
}
// Each entry should have 2 player probabilities
for i, entry := range winProbs {
if len(entry) != 2 {
t.Errorf("WinProb entry %d has %d values, want 2", i, len(entry))
}
// Values should be in [0, 1]
for j, prob := range entry {
if prob < 0 || prob > 1 {
t.Errorf("WinProb entry %d player %d has invalid prob %.2f", i, j, prob)
}
}
}
// Verify replay writer can store the data
rw := NewReplayWriter("test_match", config)
rw.SetWinProbability(winProbs, moments)
replay := rw.GetReplay()
if len(replay.WinProb) != len(winProbs) {
t.Errorf("Replay has %d win prob entries, want %d", len(replay.WinProb), len(winProbs))
}
if len(replay.CriticalMoments) != len(moments) {
t.Errorf("Replay has %d critical moments, want %d", len(replay.CriticalMoments), len(moments))
}
}
// TestMapEngagement_CombatDeaths verifies that focus-fire combat deaths are counted correctly.
func TestMapEngagement_CombatDeaths(t *testing.T) {
replay := &Replay{
Config: Config{Rows: 20, Cols: 20, MaxTurns: 100},
Result: &MatchResult{Turns: 50, Scores: []int{5, 4}, CombatDeaths: []int{0, 0}},
Turns: []ReplayTurn{
{
Turn: 0,
Events: []Event{
{Type: EventCombatDeath, Turn: 0, Details: map[string]interface{}{"bot_id": 1, "owner": 0}},
},
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 1},
},
},
{
Turn: 1,
Events: []Event{
{Type: EventCombatDeath, Turn: 1, Details: map[string]interface{}{"bot_id": 2, "owner": 1}},
{Type: EventCombatDeath, Turn: 1, Details: map[string]interface{}{"bot_id": 3, "owner": 1}},
},
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
},
},
{
Turn: 2,
Events: []Event{
{Type: EventBotDied, Turn: 2, Details: map[string]interface{}{"bot_id": 4, "owner": 0, "reason": "zone"}},
},
Bots: []ReplayBot{
{Position: Position{Row: 0, Col: 0}, Alive: true, Owner: 0},
},
},
},
Map: ReplayMap{
Walls: []Position{{Row: 15, Col: 15}},
},
Players: []ReplayPlayer{{ID: 0}, {ID: 1}},
}
score := CalculateMapEngagement(replay)
// Should count 3 combat deaths (1 on turn 0, 2 on turn 1)
// The zone death on turn 2 should NOT be counted
if score.CombatDeaths != 3 {
t.Errorf("Expected 3 combat deaths, got %d", score.CombatDeaths)
}
// Combat deaths should contribute 3.0 * 3 = 9.0 to engagement
expectedCombatContribution := 3.0 * 3.0
if score.Engagement < expectedCombatContribution {
t.Errorf("Expected engagement >= %.2f from combat deaths, got %.2f", expectedCombatContribution, score.Engagement)
}
}