feat: initial commit with M1-M4 implementation
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102
docs/specs/2026-05-08-hockey-design.md
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102
docs/specs/2026-05-08-hockey-design.md
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# Hockey Game Design Specification
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## 1. Game Overview
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A top-down autonomous hockey simulation where the user observes two teams playing. The game features 6v6 teams (1 goalie, 2 defenders, 3 forwards) plus 1 referee. The match duration is 10 minutes with goals, resets, and scoring.
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## 2. Technical Stack
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- **Language**: Go
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- **Graphics Engine**: Ebitengine (2D rendering)
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- **Physics**: Simple 2D collision detection and response
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- **AI**: Steering Behaviors combined with tactical zone management
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## 3. Game Rules & Setup
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- **Team Composition**: 6v6 (1 goalie, 2 defenders, 3 forwards) per team, plus 1 referee
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- **Match Duration**: 10 minutes
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- **Objective**: Score more goals than the opponent
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- **Reset**: After each goal, players and puck reset to starting positions
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- **Scoring**: Goals scored when puck enters opponent's goal area
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## 4. Architecture
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### 4.1 Simulation Engine
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- **World/Game State**: Manages all entities and game state
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- **Physics**: Handles collisions, bounces, and movement
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- **Game Timer**: Tracks match time and game state
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### 4.2 Entities
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- **Puck**: Position, velocity, friction
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- **Player**: Role, team, steering behavior
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- **Referee**: Follows puck with larger arrival radius
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### 4.3 AI System
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- **Zone Manager**: Defines defensive, middle, and attack zones
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- **Steering Logic**: Weighted sum of vectors (Seek, Separation, Arrival, Avoidance)
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- **Role-based Behaviors**: Specific AI for each player role
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### 4.4 Rendering
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- Ebitengine-based 2D rendering of the rink, players, and puck
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## 5. File Structure
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```
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cmd/game/main.go
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internal/game/engine.go
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internal/game/world.go
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internal/game/timer.go
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internal/entities/player.go
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internal/entities/puck.go
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internal/entities/referee.go
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internal/ai/steering.go
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internal/ai/zones.go
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internal/ai/brain.go
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internal/physics/collisions.go
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internal/render/renderer.go
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```
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## 6. Detailed Logic
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### 6.1 Game Loop
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1. AI Update
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2. Physics Update
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3. Game State Update (goals, timer)
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4. Render
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### 6.2 Steering Behaviors
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- **Seek**: Calculate vector towards target
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- **Separation**: Avoid nearby teammates
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- **Arrival**: Slow down as target is reached
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- **Avoidance**: Prevent sticking to boards
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- **Weighted Sum**: Combine behaviors with tactical zone weights
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### 6.3 Role-based AI
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#### Forwards
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- Aggressive Seek(Puck) in attack zone
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- Return to home zone if puck is far
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- Use Support behavior to create passing options
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#### Defenders
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- High Separation(Opponents)
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- Seek(Puck) in defense/middle zones
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- Use Support behavior to coordinate attacks and transitions
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#### Goalie
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- Restricted to goal area
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- Seek(Puck) primarily on X-axis
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- Maintain position in goal area
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#### Referee
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- Gentle Seek(Puck) to stay nearby
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- Larger arrival radius than players
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### 6.4 Puck Interaction
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- **Possession**: When within radius R
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- **Shooting**: Triggered by probability or position
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- **Passing**: A player with the puck can pass to a teammate if they are in a favorable position (closer to the opponent's goal and not heavily blocked). A pass is a high-velocity impulse towards the teammate.
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- **Control**: Radius-based capture and release
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- **Friction**: Gradual velocity reduction over time
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## 7. Physics
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- **Collisions**: Simple 2D elastic collisions (player-player, player-puck, puck-boards)
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- **Bounces**: Puck bounces off walls with energy loss
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- **Friction**: Puck gradually slows down over time
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- **Movement**: Velocity-based position updates
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31
docs/specs/2026-05-08-physics-dynamics-design.md
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docs/specs/2026-05-08-physics-dynamics-design.md
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# Design: Physics & Puck Dynamics (M2)
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## Goal
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Implement basic physical properties for the puck to make movement feel natural: gradual slowing down (friction) and energy loss upon hitting boundaries (restitution).
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## Architecture
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The physics logic will be integrated into the `World.Update` loop. Constants for physical properties will be defined to allow easy tuning of the game feel.
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## Implementation Details
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### 1. Physical Constants
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The following constants will be introduced:
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- `PuckFriction`: Multiplier applied to velocity every frame (e.g., `0.99`).
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- `PuckRestitution`: Multiplier applied to velocity upon boundary collision (e.g., `0.8`).
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- `StopThreshold`: Minimum velocity magnitude below which the puck is forced to a complete stop (e.g., `0.1`).
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### 2. Movement Logic (World.Update)
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The update loop for the puck will follow these steps:
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1. **Apply Friction**: `velocity = velocity * PuckFriction`.
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2. **Stop Check**: If `length(velocity) < StopThreshold`, then `velocity = (0, 0)`.
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3. **Position Update**: `position = position + velocity`.
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4. **Boundary Collision**:
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- If the puck hits a boundary (considering its radius):
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- Invert the velocity component perpendicular to the boundary.
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- Multiply the resulting velocity by `PuckRestitution`.
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- **Correction**: Snap the puck's position to be exactly on the boundary edge to prevent it from getting stuck inside the wall.
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## Success Criteria
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- The puck gradually slows down and eventually stops.
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- The puck loses speed after bouncing off the walls.
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- The puck does not get stuck in the boundaries.
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49
docs/specs/2026-05-08-player-ai-design.md
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docs/specs/2026-05-08-player-ai-design.md
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# Design: Player AI and Steering System
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## Goal
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Implement autonomous players that move organically on the ice, reacting to the puck and each other, with randomized individual characteristics.
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## Architecture
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The system is based on "Steering Behaviors", where players calculate a desired velocity based on multiple forces, which are then summed and applied to the player's physics.
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### 1. Player Attributes
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Each player is assigned a set of attributes that define their physical and mental capabilities.
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- **Budget**: 10 points total.
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- **Distribution**: Each attribute gets a minimum of 1 point; the remaining 6 points are distributed randomly.
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- **Attributes**:
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- **Speed**: Affects `MaxSpeed`. Higher speed allows faster movement.
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- **Agility**: Affects `MaxForce`. Higher agility allows sharper turns and faster acceleration.
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- **Strength**: Affects collision impulse. Stronger players push the puck and opponents further.
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- **Tactics**: Affects the weight of steering behaviors (e.g., how effectively they seek the puck).
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### 2. Steering Behaviors
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The `internal/game/steering.go` module will provide the following forces:
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- **Seek(target)**: Direct force towards the target (puck).
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- **Arrive(target)**: Similar to Seek, but slows down as the player reaches the target to prevent orbiting.
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- **Avoidance(others)**: A strong repulsive force to prevent players from overlapping.
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- **ZoneConstraint(homeZone)**: A soft force pulling the player back to their half of the ice if they stray too far.
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### 3. File Structure
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- `internal/entities/player.go`: Defines `Player` and `Attributes` structs and the `NewPlayer` constructor with random attribute logic.
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- `internal/game/steering.go`: Pure functions for calculating steering vectors.
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- `internal/game/world.go`:
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- Manages the list of players.
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- Updates player positions using steering forces.
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- Handles collisions (Player-Puck, Player-Player) using the `Strength` attribute.
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- `internal/render/renderer.go`: Renders players as colored circles (Red/Blue), with size slightly scaled by `Strength`.
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## Data Flow
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1. **Per-Tick Update**:
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- Calculate Steering Forces: `TotalForce = (Seek * Tactics) + Avoidance + ZoneConstraint`.
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- Apply Physics: `Acceleration = TotalForce / Mass` (capped by `Agility`).
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- Update Velocity: `Velocity += Acceleration` (capped by `Speed`).
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- Update Position: `Position += Velocity`.
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2. **Collision Resolution**:
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- If Player touches Puck: Transfer momentum based on `Strength` and `Velocity`.
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- If Player touches Player: Repel based on relative `Strength`.
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3. **Rendering**: Draw players at their current positions.
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## Edge Cases
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- **Overlapping**: High-priority `Avoidance` force prevents players from stacking.
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- **Boundary Control**: Players are clamped to the ice rink boundaries.
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- **Damping**: A small friction coefficient is applied to velocity to prevent infinite sliding.
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55
docs/specs/2026-05-09-players-ai-design.md
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docs/specs/2026-05-09-players-ai-design.md
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# Design: Players & AI Behavior (M3)
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## Goal
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Implement autonomous players with role-based and zone-based AI that move realistically and maintain tactical positions without user input.
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## Architecture
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The system separates player data from behavior logic.
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### 1. Components
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- **`Player` Entity**: A data structure containing physical properties (position, velocity, radius), team identity (Red/Blue), role (Striker/Defender), and movement constraints (MaxSpeed, Acceleration).
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- **`PlayerAI` Logic**: A set of rules that determine the "Target Point" based on the puck's position and the player's role.
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- **`World` Integration**: The world manages a collection of players, updates their AI state, applies steering physics, and handles boundary clamping.
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## Detailed Design
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### 1. Player Roles & Behavior
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Players operate based on a hybrid of roles and zones.
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#### Defender
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- **Home Zone**: Their own half of the field.
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- **Behavior**:
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- **Puck in opponent's half**: Return to `HomePosition` (positioned in front of their own goal).
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- **Puck in their half**: Move to a point on the line between the `Puck` and `Their Goal` to block the path.
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#### Striker
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- **Home Zone**: Center of the field and opponent's half.
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- **Behavior**:
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- **Puck in their zone**: Actively chase the `Puck`.
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- **Puck deep in their own half**: Maintain a position near the center or between the center and the opponent's goal, avoiding overcrowding the defender's zone.
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### 2. Movement Physics (Steering)
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To avoid "robotic" movement, players use a steering-like approach:
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1. **Target Point**: AI determines where the player *wants* to be.
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2. **Desired Velocity**: A vector from current position to target, normalized and scaled by `MaxSpeed`.
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3. **Acceleration**: The difference between `Desired Velocity` and `Current Velocity` is applied as a force, capped by the `Acceleration` parameter.
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4. **Integration**: `Position += Velocity`.
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### 3. File Structure
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- `internal/entities/player.go`: Defines `Team`, `Role`, and `Player` struct.
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- `internal/game/world.go`:
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- Adds `Players []*Player` to `World`.
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- Defines goal coordinates (`GoalLeft`, `GoalRight`).
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- Implements `updatePlayersAI()` and integrates it into `World.Update`.
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- `internal/game/world_test.go`: Tests for AI target selection and movement.
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### 4. Edge Cases & Polish
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- **Anti-Clumping**: Small repulsive force between teammates to prevent them from overlapping perfectly.
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- **Dead Zone**: A small radius around the target point where the player stops moving to prevent jittering.
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- **Boundary Clamping**: Players are clamped to the field boundaries to prevent them from leaving the screen.
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## Success Criteria
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- Players are rendered on screen with distinct colors.
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- Defenders stay back when the puck is far and block the goal when it's near.
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- Strikers chase the puck but don't crowd their own defenders.
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- Movement is smooth (accelerating/decelerating) rather than instant.
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44
docs/specs/2026-05-09-tactical-ai-design.md
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docs/specs/2026-05-09-tactical-ai-design.md
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# Design: Tactical AI and Goalie (M4)
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## Goal
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Implement a "smart" goalie that covers angles and a zone-based tactical system for players to make the game feel more professional and less like a simple "chase the puck" simulation.
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## Architecture
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The system extends the existing steering-based movement. Instead of a simple target, the target is now determined by a combination of the player's role and the current game zone.
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### 1. Goalie AI (The Interceptor)
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The goalie's primary objective is to block the path between the puck and the goal center.
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- **Anchor Point**: The center of the goalie's own goal.
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- **Positioning Logic**:
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- Calculate the vector from the goal center to the puck.
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- The goalie attempts to stay on this vector, effectively "cutting off the angle".
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- **Constraint**: The goalie is restricted to a small semi-circle (radius ~100-150px) around the goal center to prevent them from wandering into the midfield.
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- **Idle State**: When the puck is far away, the goalie returns to the center of the goal.
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- **Movement**: Uses the existing steering physics for smooth transitions.
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### 2. Zone-Based Tactics
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The field is divided into three zones for each team: **Defensive**, **Middle**, and **Offensive**.
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| Role | Defensive Zone | Middle Zone | Offensive Zone |
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| :--- | :--- | :--- | :--- |
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| **Striker** | Return to Middle/Offensive | Support attack | Aggressively pursue puck |
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| **Defender** | Aggressively pursue puck | Maintain position/Support | Stay back (Insurance) |
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| **Goalie** | Intercept puck | Stay in goal area | Stay in goal area |
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### 3. Technical Details
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- **Constants**: Define `WorldZoneWidth` (1/3 of field width) and `GoalieRadius` to avoid magic numbers.
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- **Role Update**: Add `RoleGoalie` to `PlayerRole` enum.
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- **Logic Flow**: `Puck Position` $\rightarrow$ `Zone Detection` $\rightarrow$ `Role-based Target Calculation` $\rightarrow$ `Steering` $\rightarrow$ `Movement`.
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## File Changes
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- `internal/entities/player.go`: Add `RoleGoalie`.
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- `internal/game/world.go`:
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- Add zone and goal constants.
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- Implement `updateGoalieAI`.
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- Refactor `updatePlayerAI` to use zone-based logic.
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- `internal/game/world_test.go`: Add tests for goalie positioning and zone transitions.
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## Edge Cases
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- **Puck behind goal**: Goalie resets to center.
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- **Crowding**: Existing anti-clumping logic prevents players from stacking on top of the goalie.
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- **Jitter**: Implement a small distance threshold before updating the target to prevent micro-oscillations.
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75
docs/specs/2026-05-12-match-logic-design.md
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docs/specs/2026-05-12-match-logic-design.md
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# Design: Match Logic & Game Rules (M5)
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**Goal:** Implement a high-level match management system to handle scoring, game timing, and state transitions (Playing, Goal Pause, Match Ended).
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**Architecture:**
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Introduction of a `MatchManager` component that acts as a controller over the `World`. The `World` remains responsible for physics and AI, while the `MatchManager` handles the "rules of the sport".
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---
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## 1. Components
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### MatchManager
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The central authority for the match state.
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- **GameState**: `Playing`, `GoalPause`, `MatchEnded`.
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- **Score**: `ScoreRed`, `ScoreBlue` (integers).
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- **Match Timer**: `MatchDuration` (total time) and `CurrentTime` (elapsed).
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- **Pause Timer**: `PauseDuration` (fixed duration for goal celebration) and `PauseTimer` (countdown).
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- **Reference**: Pointer to `World`.
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### World (Extensions)
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- **`CheckGoal() (team entities.Team, scored bool)`**: Checks if the puck has crossed the goal lines (X < 0 or X > WorldWidth).
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- **`ResetPositions()`**: Resets the puck to the center and all players to their `HomePosition`, zeroing out all velocities.
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---
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## 2. File Structure
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- **`internal/game/match_manager.go` (New)**:
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- Definition of `GameState` and `MatchManager` struct.
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- `Update()` method to drive the match lifecycle.
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- **`internal/game/world.go` (Modified)**:
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- Implementation of `CheckGoal()` and `ResetPositions()`.
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- **`cmd/game/main.go` (Modified)**:
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- Replace `World` with `MatchManager` in the `Game` struct.
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- Update `Update()` and `Draw()` calls to go through `MatchManager`.
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---
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## 3. Data Flow
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### Main Loop $\rightarrow$ MatchManager
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`Game.Update()` $\rightarrow$ `MatchManager.Update()`:
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1. **If `Playing`**:
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- Call `World.CheckGoal()`.
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- If goal $\rightarrow$ transition to `GoalPause`, increment score, start `PauseTimer`.
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- If no goal $\rightarrow$ call `World.Update()` (physics/AI) and increment `CurrentTime`.
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- If `CurrentTime >= MatchDuration` $\rightarrow$ transition to `MatchEnded`.
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2. **If `GoalPause`**:
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- Decrement `PauseTimer`.
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- If `PauseTimer <= 0` $\rightarrow$ call `World.ResetPositions()` and transition to `Playing`.
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- `World.Update()` is skipped (game is frozen).
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3. **If `MatchEnded`**:
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- `World.Update()` is skipped.
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### World $\rightarrow$ MatchManager (Goal Detection)
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- `X < 0` $\rightarrow$ `(TeamBlue, true)`
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- `X > WorldWidth` $\rightarrow$ `(TeamRed, true)`
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- Otherwise $\rightarrow$ `(_, false)`
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---
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## 4. Edge Cases & Handling
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- **Double Scoring**: The `GoalPause` state prevents `CheckGoal` from being called repeatedly until the world is reset.
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- **Reset Collisions**: `ResetPositions` explicitly sets `Velocity = 0` for all entities to prevent immediate "explosions" from anti-clumping logic.
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- **Boundary Stuck**: `CheckGoal` is evaluated before physics clamping to ensure goals are registered even at high speeds.
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- **Last-second Goal**: Goals are processed before the match timer check, ensuring a goal on the final frame is counted.
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---
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## 5. Success Criteria
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- Puck crossing the boundary increments the correct team's score.
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- The game freezes for a few seconds after a goal.
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- All entities return to starting positions after the pause.
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- The match stops automatically when the timer reaches the limit.
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